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Post by cowplantscake on Mar 10, 2020 10:50:01 GMT -5
So... I was making a ts3 conversion, quite annoying because of the uv maps are very different and I needed to change it to be closer to ts4 style (maybe it have someting to do about) but it was ok. Made the weight transfer and the data transfer, did some changes and it worked perfectly all fit in my sim feet, disappearing some parts based on the pants... until I decided to change my sim feet size and it just don't and now I have no idea what to do, I remade it, used ctrl L to copy all information from a EA mesh to mine, used different mesh to copy to mine, checked everything and it all look's right, but my mesh don't change any size...
This is how my object are and his details, uv_1 and weight map (yes, all the 3 mesh are all done)
This is how the mesh changed, I didn't wanted to cut it like the sims 4 in back and front to don't mess with the texture
This is how the uv_1 is, not sure if it's right but looks the same of the other mesh
(the EA mesh used on the transfers is called "villain boots")
does anyone know what I'm missing? I tried to clean it (well, at least from what I know about cleaning in blender) and do all again but no luck, all working but no change when I move the sliders... (detail, I did another conversion previously, messed almost the same thing, tried the same thing but somehow it worked perfectly, even with weird uv maps, but it was not a boot that have 3 separated parts lik this one)
another quick question, does changing all the LODs in the package change something in the sliders when I'm just testing? I fear messing up and ended changing every single one with the same objects to don't mess something...
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Post by mauvemorn on Mar 10, 2020 11:31:21 GMT -5
Hi. Your meshes are vertex painted with the wrong color. Vertex paint defines what variation(s) of deformation maps ( sliders, body mass, age, gender, etc ) the item will morph according to during body customization in CAS. Your shoes should be vertex painted with 00FF00, which is the hex code for skin-tight variation.
About LOD1-3, these meshes are visible only when you zoom out in the world, they have no affect on anything else. You should not make them until you're done with everything else.
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Post by cowplantscake on Mar 10, 2020 11:45:31 GMT -5
Hi. Your meshes are vertex painted with the wrong color. Vertex paint defines what variation(s) of deformation maps ( sliders, body mass, age, gender, etc ) the item will morph according to during body customization in CAS. Your shoes should be vertex painted with 00FF00, which is the hex code for skin-tight variation.
About LOD1-3, these meshes are visible only when you zoom out in the world, they have no affect on anything else. You should not make them until you're done with everything else.
Can't believe it worked after so many hours beating my head on the wall!
Thank you very much!
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