|
Post by fasess on Jun 21, 2024 7:50:44 GMT -5
|
|
|
Post by mauvemorn on Jun 21, 2024 8:39:48 GMT -5
Hi. The item you started a package from is made of 1 meshgroup. To be successfully imported, yours must be as well. Unrelated, but the weights didnt transfer and theres no proper uv_1 or vertex paint, so the mesh wont move or morph right
- Since your item contains feet, your reference should as well. Clone yfBody_Bonus01SWarsAayla, export the blend, open it. Join into one, rename to Reference; - I assume the other side has no hand as well? If yes, delete hands from the reference; - append your garment in the scene, join all parts of it into one; - select your garment, transfer weights, uv_1 and vertex paint from the reference as explained below, then clean weights. In red are the most important steps, data will not transfer if you'll forget to enable them
- delete the reference, save your blend, import back into your package ( not yfBody_Bonus01SWarsAayla)
|
|
|
Post by fasess on Jun 21, 2024 10:34:12 GMT -5
|
|
|
Post by mauvemorn on Jun 21, 2024 11:44:35 GMT -5
Share your blend file instead
|
|
|
Post by fasess on Jun 21, 2024 15:42:27 GMT -5
|
|
|
Post by mauvemorn on Jun 21, 2024 16:23:04 GMT -5
aah, theres just a nude body underneath The body parts youre seeing arent a part of the accessory, they are not imported. If you want them to be: - make top and bottom selectable; - select both, in 3d view press Shift D to duplicate, Esc to confirm; - in this order: select top.001, Ctrl-select bottom.001, Ctrl-select the accessory, in 3d view join with Ctrl J; - give it cut 0000
If you want this thing to stay as an accessory, just open your package and change a category in Categories tab. It may conflict with clothing, though, so if this is how you want it to be, uvs should be moved to a hat slot or something
btw, uv_1 did not transfer
|
|
|
Post by fasess on Jun 22, 2024 6:58:19 GMT -5
|
|
|
Post by mauvemorn on Jun 22, 2024 8:15:39 GMT -5
- in edit mode enable x ray, select the sword; - find b__L_Hand__ and click on assign; - with the mesh still selected, Mesh - Weights - Normalize all
|
|