To come back to my example here you would need to separate the nude mesh (through a selection of vertices and then Ctrl+P) into 3 objects with the attributed cut numbers : 000, 001 and 002. (Which is why you see your mesh + parts of the original)īefore replacing a mesh with another one you always need to check how many cut numbers it uses and then divide your replacing mesh accordingly. It is available for teen through elder in both default and non-default and there are naughty and nice versions. I want to thank everyone on here and in the modthesims cff who critiqued it for me and made suggestions, you guys rock. So if you import a mesh that has only one cut on a mesh with 3 in this example, you will get : The cut number 000 from your nude AND you will KEEP the number 001 and 002 from the original mesh you are replacing. Well it took forever but my female skin is finally done. The Nude mesh has only 1 cut number : geom 000 as you mentioned.īut about all the other meshes have more.Ī normal top has often 3 cut numbers represented by 3 different objects in blender with 3 different cut numbers : 000, 001 and 002 The problem you face is that you apparently did not check How many cut numbers is using the mesh you are replacing (which IS the issue here). From what I understand the issue is the following : You try to import the nude mesh (or your version of it) OVER another EA mesh.
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