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Post by annabluu on Aug 21, 2017 14:22:02 GMT -5
armmilkins, in marvelous designer, when you export it, click the unified uv coordinates. that should fix that. shemmiesimmer1, are you sure you're in object mode and that you have more than one thing highlighted? maybe close blender, reopen, and try again.
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Post by lunatemple on Aug 22, 2017 8:37:05 GMT -5
Hi! I'm stuck at Step 10 where I have to add new image. My UV didn't turn out black with my md mesh selected. It just remained the same with the basetexture and my selected md mesh. When I checked in the image tab, the image did create but if I manually change the image to the black one and select my mesh and try to bake it, I get the error "No objects or image found to bake" ???
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Post by annabluu on Aug 22, 2017 17:55:24 GMT -5
lunatemple, did you create a new image on the uv editor and make it the right dimensions? it will be black, but after clicking bake, the background should become transparent. before you click ok on the popup window, make sure you have the background on black.
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Post by lunatemple on Aug 23, 2017 7:11:04 GMT -5
lunatemple , did you create a new image on the uv editor and make it the right dimensions? it will be black, but after clicking bake, the background should become transparent. before you click ok on the popup window, make sure you have the background on black. annabluu I restarted the whole process from decimating and I have no clue what I did differently but it's fine now! But when I go in-game to test the mesh, I get this odd looking 'tan line' along the chest area . How do I fix that?
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Post by annabluu on Aug 23, 2017 16:34:04 GMT -5
lunatemple, have you checked to see if any of the other maps may be causing this? it could be the shadow map. if so, just make it blank
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Post by lunatemple on Aug 24, 2017 8:39:55 GMT -5
lunatemple , have you checked to see if any of the other maps may be causing this? it could be the shadow map. if so, just make it blank annabluu That fixed it! Thank you so much! Now everything is working fine 😍
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Post by kitena on Aug 28, 2017 16:20:19 GMT -5
Hey! I have the same problem as oaekuoii has. When I import the obj file into Blender, it appears under avatar feet and it takes forever to rotate it in the right position. How to fix this ? I know I exported it and checked all the right options, such as ''m'' thing.
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Post by annabluu on Aug 28, 2017 16:37:08 GMT -5
kitena it could be because of the axis. when you export it in md, make sure under axis conversion it has the settings (in order) X, Y(Up), and Z. unclick anything that could say invert under them.
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Post by kitena on Aug 28, 2017 19:00:13 GMT -5
omg, annabluu, thank You so,so much! It works correctly now.
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Post by kitena on Sept 3, 2017 8:42:01 GMT -5
Hey again!
I'm stuck at appending step. So I have my MD mesh, ''nudetop'' mesh, and the exported mesh from S4S that is similar to my creation. (Named as ''mesh for uv_1''). When I click Append and locate the Object folder for it, all I have there is s4studio_mesh_1. I dont have 2, 3 or 4 more. So when I should join the parts from appended mesh, there is actually nothing to join.. ? Cuz Ihave only this one file. So I don't understand if its still okey without joining or something is wrong.
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Post by annabluu on Sept 3, 2017 22:10:49 GMT -5
kitena, yeah, it's ok. if u have more than one mesh from the object folder, you would have to merge it. but if you only have one, you're fine and have nothing to merge
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Post by kitena on Sept 6, 2017 13:17:45 GMT -5
Im stuck at the point where I need to delete the body parts I dont need.. So In UV viewer I select the parts I dont need, but in 3D viewer everything is selected. When I unselect everything in 3D viewer, in UV viewer it all disappears. If I try the delete/faces option, it deletes all. Its getting on my nerves, and I dont know how to fix this.
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Post by annabluu on Sept 6, 2017 14:33:51 GMT -5
kitena, in the 3D viewer you need to delete the parts you don't need. meaning the parts that you can't see which would be under your mesh. you dont need to do anything with the uv map right now. select the vertacies you dont need and then push x on your keyboard and choose whichever option
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Post by Deleted on Sept 17, 2017 17:46:50 GMT -5
I can't get s4studios to work with blender 2.70, I've tried to connect it in user preferences and import/export and it's greyed out and won't let me tick the box. I've also connected to blender 2.70 in s4studios preferences. This affects the last step where you need to to make sure it's GEOM 0000. s4studios works with the newest blender, but it's not set to GEOM 0000, but the other option.
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Post by annabluu on Sept 17, 2017 21:48:42 GMT -5
@hellowok, im not sure i understand.. but from what i do, it seems like you're having trouble making 2.70 work with s4s, and that you're confused about the cut number? for the cut number, you could go into blender 2.78 if 2.70 isn't working and change the cut number manually to GEOM 0000, then import into studio. you can have blender 2.78 and have 2.70 in a zip.
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