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Post by mauvemorn on Jan 24, 2024 15:45:39 GMT -5
kahlea Do not jump between versions: - open the blend, select the bag, export it as obj with Selection only enabled; - delete your version of s4s and install the latest version of s4s beta, change blender path to blender.exe in blender 3.6 installation folder; - export a deco object again, open in blender 3.6, import your bag instead of appending, adapt it, making sure to actually assign it to transformbone - find a similar maxis item, clone it, export the blend. In the scene there will be an object, one or two shadows, possibly more objects ( for glass, for example );
- append/import/make your object, select it, rename uv map to uv_0. This does not happen when you join meshes; - ignore uv_1, objects have the same uv_0 and uv_1 maps;
- in most cases the original object will have one or multiple vertex groups. You need to double-click on it to rename, Ctrl C to copy the name ( usually transformBone ), then create a new vertex group on your mesh, paste the name. If there is only one vertex group, switch to edit mode, select everything with A, and assign the whole mesh to it. This is the part that does not happen when you join meshes; - give the mesh the same cut number;
- you may need to adjust uv_0 if it was not square or rectangular;
- you may also need to vertex paint the mesh if it needs to light up; - you may need to adjust the meshgroups of shadow underneath the object in edit mode; - delete the reference, save
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