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Post by saquinarius on May 10, 2024 22:27:40 GMT -5
I created an accessory for CAS that I wanted to have in different categories via the create a mesh option in S4S, cloning two different base game accessories and then importing mesh/textures manually into both. I have done the embedding of external resources with each package to make sure they will all work independently of each other, however they aren't working together. When I have both of them in game, one of the meshes deforms (Stretches much wider than the other) while the other doesn't, and it's random as to which one deforms. I've gone into the package and i'm not seeing any of the same #'s except for type under geometry. I don't understand why they're deforming each other. They work perfect independently when used alone, but with both in game one of them is always deformed/stretched wider. Is it not possible to use the same blender file for different .packages in order to have the same mesh in different categories?
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Post by mauvemorn on May 10, 2024 23:18:49 GMT -5
Hi. Sounds like the number of bones is exceeded. Share both files please
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Post by saquinarius on May 10, 2024 23:41:27 GMT -5
gofile.io/d/HrjQL8There are four files, two per category because I wanted one with and without normals. One category always distorts, but its random which one. I know the normals are a bit wonky, but I like the way they look, so please don't mind that.
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Post by mauvemorn on May 11, 2024 0:51:55 GMT -5
Ah, it is just not adapted correctly. It is assigned to the nostril bone and morphs randomly - switch to edit mode, delete b__CAS_NoseArea__ and b__CAS_L_Nostril__ with - button; - in 3d view select everything with A, click on Assign to assign to the head bone; - expand Color attributes, click on + button, create a new color attribute named color0, select Face corner and Byte color, then click on the color and enter 000000 in the hex code field to disable morphing, hit ok; Also, unrelated to the problem, but the normal map in S - Horns Crystal - Full Outfit is saved incorrectly, has no alpha
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Post by saquinarius on May 11, 2024 10:15:10 GMT -5
I'm confused. When I check my mesh I don't have a colour attribute section (Is vertex colours section the same thing?) I'm using Blender 2.70.
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Post by mauvemorn on May 11, 2024 10:31:27 GMT -5
Switch to vertex paint mode and flood everything with black
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Post by saquinarius on May 11, 2024 12:05:23 GMT -5
I'm so sorry but I don't know what you mean. I'm new to blender.
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Post by mauvemorn on May 11, 2024 12:17:38 GMT -5
- switch to Vertex paint mode; - click on the color, choose Hex, type in 000000; - Paint - Set vertex color
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