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Post by simluv25 on Jan 21, 2024 16:44:22 GMT -5
Hi I created a necklace (from a tutorial I watched) and I am trying to figure out how to get it right for ts4. I imported a necklace from s4s and I'm just a tad bit lost lol. Any guidance? Thank you in advance. I can also send my blend file if needed.
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Post by mauvemorn on Jan 21, 2024 17:12:06 GMT -5
Hi. - since you did not apply the modifiers yet, it makes sense to manually remove extra edge loops from the duplicated model, otherwise decimate will ruin all of this. So select BezierCircle, hide all modifiers, under the rig hide the top as well, in Edit mode Alt-click on unnecessary loops and Delete - Dissolve edges them. Do this until the mesh is as low poly as it can gzt without loosing its shape; - unhide all modifiers, delete decimate, apply all others; - expand the rig, make top selectable and visible; - select your necklace, transfer weights and uv_1 as explained below, do not transfer vertex paint; How to make an item move and morph by transferring weights, uv_1 and vertex paint
Transfer weights, uv_1 and vertex paint with Data transfer. The result may not always be perfect, but it is best to solve problems as they come:
- Unhide the reference. It must be visible* ( eye icon ) and selectable* ( cursor icon );
- Select your hair;
- In Modifiers tab add Data transfer modifier;
- Choose Reference as Source object;
- Enable Vertex data and expand it;
- Enable Vertex groups*;
- In Mapping choose Nearest face interpolated;
- Enable and expand Face corner data;
- Enable Colors*;
- Shift*-click to enable UVs as well;
- In Mapping choose Nearest face interpolated;
- Expand UVs, choose uv_1 in Layer selection ( don't forget, otherwise uv_0 will be overwritten as well);
- Click on Generate data layers*;
- Apply the modifier;
- In Data tab expand UV maps. Double-click on UVmap, rename it to uv_0;
- If uv_1 appeared, it most likely transferred successfully. You can edit it further, but it is not necessary;
- Expand Color attributes. If you see color0, it transferred;
- Expand Vertex groups. If you see names of vertex groups, they most likely transferred successfully. However, there is one ( or two ) more thing(s) you need to do;
- If you're using Blender 2.76 - 2.79, 3.6.1, switch to Edit mode, select everything with A, Mesh - Weights - Clean with Subset set to All groups to fix the result of a bug that exists in these versions;
- Regardless of your version of Blender, in Edit mode, with everything still selected, do Mesh - Weights - Limit total.
* Data will not transfer if you will forget to do these steps!!! | |
- create a new color attribute, set it up like below, choose 007F00 color; - select uv_0, assign this template, resize uvs with S Y 0.5, put them in the space meant for necklaces; - for the future, when making content for s4s, always transform models in edit mode, never in object mode. Even if you apply all transforms, s4s may disregard it. So to deal with this now, do the following. Select the maxis necklace, switch to edit mode, select everything with A, Delete - Faces. It should be empty now. In this order: in Object mode select your chain, then s4studio_mesh_2, join with Ctrl J;
- save, import into the package, test in-game; - your material is fine, look up "how to bake materials in cycles" if needed
- make other textures and lods
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Post by simluv25 on Jan 21, 2024 17:57:18 GMT -5
Ok thank you before I get started I added material to the chain will I need to remove it before getting started? I pm you my blend file
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Post by mauvemorn on Jan 21, 2024 18:48:56 GMT -5
I modified my previous post to be more relevant to your situation
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Post by simluv25 on Jan 21, 2024 20:18:00 GMT -5
Ok Thank you
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