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Latest revision | Your text | ||
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<attribute id="ID" type="FixedString" value="955faf79-1707-4ea9-87f4-39a5fba49120" /> | <attribute id="ID" type="FixedString" value="955faf79-1707-4ea9-87f4-39a5fba49120" /> | ||
You want this line to have a unique UUID. Either use | You want this line to have a unique UUID. Either use multitool to generate a new uuid, or use an extension/plugin for your code editing program. | ||
<attribute id="Name" type="LSString" value="AT_Hair01" /> | <attribute id="Name" type="LSString" value="AT_Hair01" /> | ||
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This is the path to your hair .GR2 in your mod folders. | This is the path to your hair .GR2 in your mod folders. | ||
* Make sure to use / and not \ | * Make sure to use / and not \ | ||
* | * always start the path from your Generated folder | ||
* | * double check your meshes extension in the folder is .GR2 not .gr2 | ||
<attribute id="Template" type="FixedString" value="Generated/Public/Autosnapping_Template/[PAK]_Autosnapping_Template/AT_Test.Dummy_Root.0" /> | <attribute id="Template" type="FixedString" value="Generated/Public/Autosnapping_Template/[PAK]_Autosnapping_Template/AT_Test.Dummy_Root.0" /> | ||
This path is almost the same as above, so feel free to copy and paste your path from before to this line. | This path is almost the same as above, so feel free to copy and paste your path from before to this line. | ||
* Do not remove .Dummy_Root.0 from the line | * Do not remove .Dummy_Root.0 from the line | ||
* | * this line does not need .GR2 at the end | ||
<node id="AnimationWaterfall"> | <node id="AnimationWaterfall"> | ||
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<attribute id="MaterialID" type="FixedString" value="89b063ff-7bf3-44a8-7e7d-41b29d0dd469" /> | <attribute id="MaterialID" type="FixedString" value="89b063ff-7bf3-44a8-7e7d-41b29d0dd469" /> | ||
This defines the MaterialID, or the texture of your hair (straight, wavy, curly, etc). Usually you want the same material as the hair you used for that part. If the different parts are using the same materials, you can keep this the same for each new section you make | This defines the MaterialID, or the texture of your hair (straight, wavy, curly, etc). Usually you want the same material as the hair you used for that part. If the different parts are using the same materials, you can keep this the same for each new section you make. | ||
However when making a new section make sure to also update "_Mesh.0" by increasing the number by 1. | |||
For example: | For example: |