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Post by youraveragehedgehog on Mar 4, 2017 10:13:15 GMT -5
Okay, so I am making a frakenmesh of some sort and whenever I go to import my mesh it says one or more of my meshes don't have a UV map??? I know they do, though. I keep checking and they have UV maps on them! Is there any way I can fix this?
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Post by inabadromance on Mar 4, 2017 10:59:23 GMT -5
hi! Can you please share the .package and .blend file?
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Post by youraveragehedgehog on Mar 6, 2017 22:44:59 GMT -5
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Post by indiaskapie on Mar 7, 2017 13:17:54 GMT -5
It looks to me like Studio_mesh_3.001 and .002 don't have UV maps, although the others all do.
Why do you need them anyway? When I deleted them from the .blend file it imported without the error. There are still other issues, but it fixes the UV bug.
Oh, PS, why so many rigs?
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Post by inabadromance on Mar 7, 2017 15:05:14 GMT -5
indiaskapie is right. The last two groups on your mesh are completely empty causing the importing error you're mentioning. Those two should be deleted. You can't have a group with a blank geometry. Also, there's too many unnecessary elements on your blend that will only cause confusion. You should delete all bone_bone_shapes by right clicking and deleting. Also, you should only have 1 rig. Each time you append another blend to your file, it will copy their rig too. Those should be deleted, and only the original should be present. The composition of the groups isn't right either. You can read about hairs' meshgroups here, Remember that your .blend's mesh groups (with their respective cut numbers - step 9) must match exactly the original EA blend so that all elements import correctly.
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Post by youraveragehedgehog on Mar 7, 2017 17:37:22 GMT -5
So the composition thing confuses me a lot, but I fixed the rest
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Post by inabadromance on Mar 8, 2017 8:57:46 GMT -5
If you could tell me what part you don't understand, i will gladly try to explain it
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Post by youraveragehedgehog on Mar 8, 2017 18:20:19 GMT -5
I don't understand the UV Map part
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Post by inabadromance on Mar 8, 2017 19:39:44 GMT -5
how the hairs' group meshes are composed have nothing to do with uvmap... not sure what you're asking me about then. if you're editing an EA mesh, then those things are already finished and ready to go. the problem here is that you have groups with no geometry therefore no uvmap, causing the error. you have to edit all groups so all of them match the original EA mesh.
delete the empty groups. in object mode select your group and use the "duplicate" button on the sidebar to duplicate it twice. check the original mesh and study how the groups should be named and their cut numbers. you'll have to edit the hat chops as it's detailed on the composition link. or use the different meshes that EA already has.
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Post by orangemittens on Mar 8, 2017 21:38:27 GMT -5
Hi youraveragehedgehog, I've taken a look at your .blend. You have three groups that all have the same cut number. Studio will import the first one named cut number 0002. It will then import the second named cut number 0002. When it does that it will replace the first one that had that name. It will then import the third one with that cut number. That will overwrite the second one that had that name. The result is, only one of these will be imported and saved in the package. These 3 mesh groups all have the cut number 0002: You also have groups that have no mesh in them. As they have no mesh, they also have no UV map. This will cause Studio to tell you it will not import those groups because it knows that groups without a UV map will not show up in the game. This picture shows what the Sim's head looks like if I hide all the mesh groups with cut number 0002. As you can see, there is no mesh there (the Sim is bald). Both of these empty groups have the cut number 0000 and, as there is no mesh, neither has a UV map. This will cause Studio to give you an error: Also, keep in mind that two of these cut numbers represent meshes that are supposed to appear when the Sim has that hair and puts a hat on. What you should do is reclone the EA hair. Combine all your cut 0002 mesh groups into one group. Use your combined mesh group to replace the main EA hair mesh group. Leave the others alone for now until you get used to working with Sims 4 CAS. This will result in your hair showing in the game if the Sim has no hat on. If the Sim puts a hat on, the EA hat chops will show up and look fine. Please see THIS TUTORIAL to learn how Sims 4 hair packages are put together. Point number 3 is particularly relevant to the situation you have going on in this .blend.
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Post by youraveragehedgehog on Mar 9, 2017 19:48:08 GMT -5
Okay, I'm so stupid, I think I have used the hat mesh! Forgive me for being an idiot!!! I just started mesh editing!
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