True Blood Object
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#21
30-08-2012
Well actually, when that happened, my sig wasn't visible ANYWHERE outside the "Edit profile" section. That's what confused me the most.
#22
31-08-2012
NixNivis;16080 Wrote:Okidoke, now I've looked at Talbot in SimPE and in game.
Cynnix, you're right, you did miss something when you added the glass subset: You didn't add it to the shape. That's why it won't show up. (Been there, done that, still keep missing it...)
And when you can see the glass, you'll see that the goo doesn't actually change shape when placed, but that the mesh is tilted. It's the skeleton that does that, so try assigning all vertices 100% to the same joint (I recommend root_trans) - that should fix the tilt.
But even if you change the bone assignments, Talbot will still sink into the ground (also noticeable once you can see the glass). That's easily fixed, though:
Go to the CRES and select "Joint0 - teddybear" in the blocklist. Then simply change the Z translation to 0,150000, and Talbot will be at floor level. (Maybe you already know it, but Z in SimPE is the height and Y is the depth. I swear they do these things just to play with our minds... )
Hope this helps!
I'm stuck I've never edited the CRES before, I found it in the blocklist, but I have no idea how to change it.
EDIT- I think I found it, starting the game to test now
EDIT2-ok, glass is working and it's on the floor but tilted
Cynnix, proud to be a member of Leefish since Mar 2011.
#29
31-08-2012
Cyn, sorry I wasn't clearer with how you should edit the CRES! Glad you figured it out anyway.
But the joint rotation Lee spotted isn't the problem (the only joint value I changed when I edited the object was the Z translation I mentioned before) - the bone assignments of the mesh is.
I looked at your mesh in Milkshape and see that you've changed all bone assignments to root_rot. That's a step in the right direction, but the vertices need to be assigned to root_trans. Root_rot is a rotation joint, its purpose in life is to rotate. Root_trans is a translation joint and can't rotate (it's made to move up/down/back/forth), and thus it won't be doing any tilting or spinning or jiggling. It's a good joint to assign things to that aren't supposed to, well, tilt or spin or jiggle.
But the joint rotation Lee spotted isn't the problem (the only joint value I changed when I edited the object was the Z translation I mentioned before) - the bone assignments of the mesh is.
I looked at your mesh in Milkshape and see that you've changed all bone assignments to root_rot. That's a step in the right direction, but the vertices need to be assigned to root_trans. Root_rot is a rotation joint, its purpose in life is to rotate. Root_trans is a translation joint and can't rotate (it's made to move up/down/back/forth), and thus it won't be doing any tilting or spinning or jiggling. It's a good joint to assign things to that aren't supposed to, well, tilt or spin or jiggle.
#30
31-08-2012
I managed to figure the CRES bit out by looking at the different tabs in SimPe, but I'm lost on assigning the vertices to root_trans. I' sorry to be so dense but I've only made a couple of objects and never had to edit anything this way. I've worked mostly with bodyshop meshing. How do I assign the vertices to root_trans?
EDIT-I figured that out
It sits on the floor properly now. Just need to figure out which lines in the CRES will move it up some when the sim is holding it and forward a bit.
EDIT-I figured that out
It sits on the floor properly now. Just need to figure out which lines in the CRES will move it up some when the sim is holding it and forward a bit.
Cynnix, proud to be a member of Leefish since Mar 2011.