Hi there! You are currently browsing as a guest. Why not create an account? Then you get less ads, can thank creators, post feedback, keep a list of your favourites, and more!
I'm trying to convert a jacket from an EA mesh to an accessory. I figured this would be possible, seeing several accessories out there such as smaller jackets, cloaks, etc.
However, its becoming increasingly obvious that I have absolutely no idea what I'm doing. After trying for many hours even to just get started, stumbling upon countless errors, and having to start over from scratch many times, I think I'm finally on the right path.
I decided to give up on Blender and have gone to Milkshape. I don't want to start a new thread for every little problem I run into, so hopefully this one doesn't get buried ^_^
I'm following this tutorial and have made it to the point where I'm supposed to copy the comments from the base accessory (an arm band in my case) to my edited mesh of the jacket I want. However, I cannot for the life of me figure out how to do this. I can't find any related information for blender, despite many google searches in as many combination of terms I could think up
Because any tutorials I can find are made using Milkshape, or aren't related to this kind of project, I'm really at a stand-still on this one. Can anyone tell me where to find the "groups tab > comments" button for Blender, not Milkshape? Also, the "renumber" button, as I've deleted many vertexes from the original mesh. The closest thing I could find is "normals > recalculate", but I don't want to assume they're the same thing.
Also, there is a part of that tut that mentions "Make sure you fix the UV map". Can anyone point me in the direction of a tutorial that goes more in to depth as to what that entails? Since I've deleted much of the original mesh, the UV map is something I'm worried about.
I managed to find a similar issue in this thread, but I can't really follow what they're saying about it there. I'm assuming my problem also has to do with either bone assignments and/or morph states. However, I used an EA mesh and kept all of the bone assignments from it, and I haven't touched anything to do with morph states yet (I have a very specific use in mind for this project.. if and when I get it to work in the state I need it to be in, then I'll worry about making it share-friendly). So I've no idea how to go about diagnosing this issue, and even less of an idea on how to fix it
Sorry for asking such beginner's questions, but I tried to stay away from the "create new thread" and find my own way up to this point, and feel like I'm really stuck this time. Any help is immensely appreciated!
About all I can tell you is that there's no equivalent of comments in Blender. If you're starting from an EA jacket mesh you shouldn't need that step anyway. Also as far as I know there's no renumber function in Blender but you can renumber the base and morph meshes with Meshing Toolkit.
I cloned the basic gold ring. I wanted to use the armband but realized a lot of hats use the same slot, and I'd like to be able to have both a hat and the jacket. The distortion moves with the sliders, as if its supposed to look like that.. meaning, the pointy bits don't get more or less pointy or move to different areas, they just stay that way, though the overall shape changes the way you'd expect along with the slider.
Edit: I was wrong, the distortions don't move with the sliders, a fatter/more muscular sim will just clip through it more.
Could the problem be that you used an object without morphs as a clone? Did you make morphs? You can't just save those for later, it doesn't work that way. Everything has to match, exactly.
If I cloned an object that didn't have morphs, wouldn't that just mean that I don't need to make morphs? Can someone explain this a little better (or point me towards a tutorial/something that does)? I was imagining this would work like a really huge pair of earrings, or something; no morphs needed, unless/until I decide to re-do the whole thing for more versatile (sharing) purposes. I don't care about morphs for this right now, as long as it fits my own character.
I'm sorry if these are really basic or stupid questions & mistakes.
In the tutorial I've been trying to follow along with, there are steps for copying the comments from your base/clone onto your new mesh. I skipped this step as well as any changes to the bone assignments, since I started with an EA mesh, as Cmar stated above. Would either of those skipped steps have resulted in this kind of an error?
Is that how it looks straight away? Try renumbering the mesh with the meshtoolkit. It might be the comments, make sure your new mesh has the same comments as the ring.
Yes, that's how it looks straight away, even in the CAS thumbnail (though, like I said, looks fine in CTU). TSRW won't load it, I get an "index was outside the array" error.
I tried your two suggestions, omegastarr82, with no difference in results. *shrug*
I know this is an old topic, but there is no straight answers online to this what I can see so I will just do it. Here's what you need to do in TSRW.
* Use a top as a referance for bones/morphs in Mesh toolkit
* Then go into making a new accessory.
* If you have WA, choose the huge overshoulder necklace. (If you don't have WA you can download an accessory jacket from someone online, import this into TSRW and replace the mesh/textures, this way you jacket is placed in the right category.)
* Import your mesh, press no then yes (the usual).
I recommend using loading an animations, too see that your jacket doesn't have any holes.