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Post by Asyli on Dec 20, 2015 8:42:00 GMT -5
Remove Doubles in Edit mode Decimate in objectmode
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Post by orangemittens on Dec 20, 2015 10:34:45 GMT -5
I'm glad your item is working now...great job!
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Post by Joey XD on Dec 20, 2015 11:17:16 GMT -5
But now that im doing another for a girl it seems that im missing a step bout i think the count part its not on ea count, co'z im done with the cnvert text to mesh then mapping, vertext paint then text and the mesh joint together so the text is gone and the mesh is left then the problem part ïs when i assign it to the head it wont turn to orange color that means its already assigned and before that i noticed that the female hat stiĺl showns unlike the 1st that i did the cap is deĺeted.
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Post by orangemittens on Dec 20, 2015 11:32:57 GMT -5
Hi Joey XD, since your item does not touch the Sim's head it does not need to have its mesh changed in any way to work for both males and females. This means that if you want females to also have it available in the catalog all you need to do is change the tag on the item you've already made so that it will be for males and females. You don't need to make an entirely new item cloned from a hat for females.
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Post by Joey XD on Dec 21, 2015 8:28:49 GMT -5
oh my now i know haha so can you guide me how to do that?
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Post by orangemittens on Dec 21, 2015 9:25:56 GMT -5
I wrote a tutorial that shows how to change the tags (categories) of CAS items and posted it HERE.
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Post by Joey XD on Dec 22, 2015 23:50:25 GMT -5
thanks you admin i will do another titles for my sims haha and i will surely asked if needed.
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Post by Joey XD on Dec 23, 2015 1:02:50 GMT -5
can you please help me with this I'm in the part of assigning it to the head then its on selected vertise then when i click assign it wont turn dark blue to bright red. Dark blue = no assignment, bright red= 100% assignment. i noticed this one to why is it there is uv_1?
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Post by fuyaya on Dec 23, 2015 11:09:51 GMT -5
The uv_1 is used on content in order to have their shape moving with the slider in order to them to take the good size for all the morph. Since you used a cap as reference there is an 2 uv
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Post by orangemittens on Dec 23, 2015 11:41:21 GMT -5
Joey XD, your mesh needs to be in solid shading in order to see the weights and the picture you're showing has the mesh in textured shading. Directly to the right of where it says edit mode there is a round circle that is red and white. Click on that to get the Viewport Shading pop up menu and pick solid from the list. This will cause your mesh to become solid white until you initiate the show weights feature. At that point you will see the colors indicating weight assignment.
A mesh like the one you've shown does not need a uv_1 in order to function because you don't want it to move with the weight/fitness sliders. You can safely remove it.
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Post by Joey XD on Dec 23, 2015 20:26:33 GMT -5
thank you fuyaya and orangemittensit went well but when i export it to studio the cap is also there
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Post by orangemittens on Dec 24, 2015 12:16:31 GMT -5
You need to select all the vertices of the unwanted hat mesh in Blender and click the x key on your keyboard to delete those vertices. This should be done only after you've moved it out of the way, put your mesh in place, and joined the two meshes.
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