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Post by junipania on Sept 28, 2016 5:01:45 GMT -5
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Post by Spirashun on Sept 28, 2016 6:53:18 GMT -5
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Post by MisterS on Sept 28, 2016 7:17:25 GMT -5
You are right. junipania the blend file is missing its cut number, as in it has not got one.
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Post by junipania on Sept 28, 2016 7:17:31 GMT -5
Thank you so much. It was just a tiny mistake.I just didn't replace the Type and the Cutnumber. : 3
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Post by MisterS on Sept 28, 2016 7:21:16 GMT -5
All good :D
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Post by junipania on Sept 28, 2016 7:34:17 GMT -5
Now I have another Problem. The Piercing does show up ingame. But not, where it is supposet to be on the nose. It's hanging in the air nearby. But it's moving with the sliders, so it's no problem with the joint, I think.
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Post by Zelrish on Sept 28, 2016 7:59:23 GMT -5
It's a weight issue. You don't have any on your mesh (I suppose. I didn't have a look at the file)
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Post by Kiara on Sept 28, 2016 7:59:31 GMT -5
Hi Junia, so I looked at your package and blend file - I'm not too certain either has been updated since you last posted about half an hour ago, but here's what I did to get your piercing working and staying in place. If you've already done some of these things, just move on to the next solution in the image below:
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Post by MisterS on Sept 28, 2016 8:13:46 GMT -5
If you cant get kiara 's way to work, here is a pic of mine I made yonks ago, I cant really explain it, I just fudged it. Its weighted to b__CAS_L_Nostril__
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Post by junipania on Sept 28, 2016 8:28:09 GMT -5
I don't know how and why, but the problem seems to be the position on tje uv_map_1 So I test around a bit, until it's in the right place.
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Post by Kiara on Sept 28, 2016 8:31:23 GMT -5
You got it working correctly? No more floating around? That's good!
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Post by junipania on Sept 28, 2016 9:08:10 GMT -5
It doesn't look, how I want it to be now. I will test around a bit
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Post by Zelrish on Sept 28, 2016 10:32:58 GMT -5
From what I saw on the original package you had uploaded, you put the uv directly on the nose. I didn't do accessories but I doubt they are supposed to be located on the face at all. Found the file with the locations from Brujah : hereIf located elsewhere you will have overlapping textures
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Post by junipania on Sept 28, 2016 17:19:38 GMT -5
Thank you. I will keep that in mind. But however, this mesh works ingame. : )
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Post by orangemittens on Sept 29, 2016 21:34:35 GMT -5
To the above, I would like to add, with Studio you don't need to rename the mesh groups in Blender to say s4studio_mesh_ followed by a mesh group number. You can name the mesh groups anything you choose. This is true for both CAS and objects. The only thing Studio looks at when importing a .blend is the cut number. If you have named your groups something different, Studio will not even notice. The system was designed this way so that creators could develop their own naming systems that work best for them rather than being stuck having to switch all their own names over to a compulsory tool-based naming system.
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