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Post by windenbro on Oct 22, 2024 0:45:15 GMT -5
I've been wrestling with this for a good while now. I made these shorts, and I wanted to add a meshed drawstring to them. I created the mesh in blender and got it into studio and it all looks good, however when I look at the item in game the drawstring I added isn't there? Here it is in blender/studio and here is what I see in CAS For general explanation: - I have only one mesh group for the finished product and it is assigned a cut number of 0. - I have transferred weights from the original EA mesh, and as far as I can tell it is all assigned correctly (checked bone assignments) - I tried flipping normals just to see what would happen and that didn't work (that was a hail mary tbh i was grasping at straws) - I tried removing and re-adding the drawstring from scratch a couple times now to no avail. I'm completely lost as to what I could be missing at this point. Preemptively attaching the blend file and the .package file in case it helps! SFS Folder
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Post by mauvemorn on Oct 22, 2024 3:07:39 GMT -5
Hi. How a part of a maxis mesh behaves in-game depends on where it is located. When you change the location in 3d space, data responsible for morphing and moving does not change automatically. You changed the one for moving, but uv_1 is still the same, so: - select the drawstring, separate it with P - Selection; - select the separated mesh, add Data transfer; - choose s4studio_mesh_1 as Source; - enable Face corner data; - change Mapping to Nearest face interpolated; - enable UVs; - expand uvs and choose uv_1; - apply; - join back Also, select the whole in edit mode, Mesh - Weights - Clean, change Subset to All groups. Then Mesh - Weights - Limit total
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Post by windenbro on Oct 22, 2024 4:55:26 GMT -5
Thank you so much! That did the trick!
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