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Post by glycyrrhiza on Sept 14, 2024 0:47:29 GMT -5
Hi. My S4S won't import my mesh for a choker. It says "No meshes found to import. Make sure you set the cut number for each mesh you are importing". However, I set the cut numbers for my mesh accordingly to the original instance mesh. I use blender 3.6 and S4S star 3.2.2.5. package+ blender file
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Post by mauvemorn on Sept 14, 2024 3:44:30 GMT -5
Hi. Were any other versions of blender involved?Appending an object into another blend fixes the issue. There are some other things that need fixing, though: - delete b__CAS_NoseTip__.001, there can be no bones that arent present in the rig; - there are two color attributes, both are incorrect. Delete both with - button, create a new one, set like shown below, choose 007F00 color; - the heart isnt assigned to any bone, you should transfer weights from the body; - i re-transferred uv_1 while at it and it does look different from yours, so may as well re-transfer it from the body; 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;
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!!! | |
- save the blend, close; - open the package, export the blend, open, select a necklace, and check what cut it has ( in my case, it is a different cut). Delete the original, append yours, change cuts if needed, import
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Post by glycyrrhiza on Sept 14, 2024 5:05:14 GMT -5
Okay, thank you so much! No, I haven't used other versions of blender. Isn't transferring weights from the body gonna make the heart move with the body?
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Post by mauvemorn on Sept 14, 2024 5:40:06 GMT -5
make the heart move with the body?
That is exactly what you want, otherwise it will distort in-game. If, as a result, the heart moves or morphs more than a solid object should, you can edit weights and uv_1, but issues should be fixed as they come.
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Post by glycyrrhiza on Sept 14, 2024 5:50:32 GMT -5
Okay, I got it
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