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Post by John-Sims on Oct 23, 2016 17:04:31 GMT -5
So I tried to convert an EA skirt from TS3-TS4 using a youtube tutorial I found ( here) But several issues occured...at first the mesh wouldn't appear (in game) then I came back to S4 Studio to import my mesh to all LOD's and then I tested it again and this happened: Now what do I do? I already transfered the weights btw... ~Thanks~
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Post by inabadromance on Oct 23, 2016 17:17:18 GMT -5
hi! Looks like a weight issue. Can you share the package and .blend?
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Post by John-Sims on Oct 24, 2016 6:47:46 GMT -5
Sure! The package can be found here --> (http://simfil.es/127051) the mesh can be found here --> (http://simfil.es/127055) and the texture here --> (http://simfil.es/127056)
And if you can please explain to me what you did so that I can learn from this ^^
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Post by inabadromance on Oct 24, 2016 14:11:16 GMT -5
hi! i see several things.. i would re do everything. First, re clone the original EA skirt and re-export the mesh. That package consists on 3 groups (with different cut numbers). Top, middle and above the ankles. You joined everything on the blend you shared, and that shouldn't be that way. You must stick with how the original mesh is, and how it's composed. Disable limit selection. Append only the clothing (skirt) from s3 but do not join it to ea's body. Edit ea's mesh if needed to delete the old skirt, don't delete the top of it or you'll be missing chunks of the skin since the skirt from s3 has a lower cut. You didn't do the weight transfer or uv_1, so on the separate s3 skirt group.
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Post by femmejean on Oct 24, 2016 14:56:31 GMT -5
I'm not very coherent right now... but yeah, it was missing the uv_1. Only the legs were unwrapped. You can unwrap the skirt by selecting all of it, pressing U (like you would when unwrapping any uv map) and press Cylinder Projection. I tried it and it looked pretty good. Of course needs adjusting, but it shouldn't give too much trouble (hopefully).
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Post by John-Sims on Oct 24, 2016 16:38:00 GMT -5
hmmm...I'll try these and I'll let you know tomorrow as I'm very sleepy atm xD Quick note: I don't have blender 2.77....I tried installing it yesterday but afterwards Blender wouldn't launch so I had to delete everything and stay with 2.70
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Post by inabadromance on Oct 24, 2016 17:30:24 GMT -5
The one that you must have installed is the 2.70. The 2.77 you need to download the zip versions (on the same download page), unzip it on a folder and run the exe.
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Post by femmejean on Oct 25, 2016 6:25:56 GMT -5
I have experimented some more with the uv_1. Assuming it works, I would be happy to try and walk you through it. Unless you've already done it, of course. edit - yeah, it works... kind of. It clips through the hips some, but it looks awful on fat and/or muscular sims. I can only assume that that has to do with the weight paint.
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Post by John-Sims on Oct 25, 2016 15:41:37 GMT -5
femmejean sure! I'd like that as I get confused very easily :( Sadly due to my homework beeing too much I didn't really have the time to do something with this project today...I hope tommorow we'll have less stuff to do at home ^^
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Post by femmejean on Oct 28, 2016 4:02:16 GMT -5
Sorry it's been a while - busy with school and stuff. I tried to write a brief explanation the other day but my english was very lacking. I'll try to write it up later tonight.
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Post by femmejean on Oct 28, 2016 5:06:48 GMT -5
This is pretty long... I've tried to be as detailed as possible, and I apologize for any errors I've made. I still have much to learn about uv_1 maps but this is the way that I find the easiest. imgur album1. The first thing I want to do is mark some edges and then split them. You should have a seam running down the middle in both the front* and back, along with the sides. You should also mark the seams on the bottom of the skirt as shown in the picture. This is needed in order to properly unwrap the uv_1. To split the seams, press CTRL + E, and in the dropdown menu, select ”Edge Split.” *Actually, the seam running down the front might not be necessary, I do not know. I prefer to do it like this anyway to have everything split up. 2. Now that your seams are split, you can begin unwrapping the parts. I have selected the front right of the skirt by pressing L. To unwrap it, press U, and in the dropdown menu, select ”Cylinder Projection.” It should look something like this in the UV window. For now, you don’t need to move anything, because you want the parts to be level with each other before you start adjusting them. Unwrap the other parts as well. 3. It now looks like this. As you can see, I have moved the back parts to the sides. The ”right” piece (if viewed from the front) has been moved to the right, and the left piece has been moved to the left. This is because the uv_1 is mirrored. Only one half of the map will be placed in the actual uv space. As to why, I can’t say, but I will show what I mean in the next step. For now, it doesn’t look very pretty, right? That’s okay. On all pieces, I will select the vertices on the edge. To level them, I press S to scale, X to select said axis, and then 0. It will now be a straight line. Do the same for the rest of the edges (but make sure to unselect everything before you move on to the next, because otherwise they will align with each other, and that will muck it up.) As for the bottom vertices, you can select *all of them*, press S to scale, Y to select said axis, and then 0. All pieces will now be level. 4. It should now look something like this. See what I mean about it being mirrored? The left part, placed outside the space, should be identical to the right part. There are still tons of adjustments to be made, but you will have to make those after you’ve tested your item in game. As long as you don’t move individual pieces on the Y axis, you should be good to go.
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Post by John-Sims on Oct 30, 2016 17:38:06 GMT -5
Whoa I feel you :( I have a bunch of homework too... Thanks for the tutorial! I'll look it up as soon as I can
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