Guide:Hair Mod File Setup: Difference between revisions

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== Blender ==
== Blender ==


Once you have your mesh ready in blender (can follow [https://youtu.be/siC6fak9zDM?si=-MVOYMB3hneWTxaT this tutorial] if you want, blender steps are still the same just import/export is a bit different.
Once you have your mesh ready in blender (can follow [https://youtu.be/siC6fak9zDM?si=-MVOYMB3hneWTxaT this tutorial] if you want, blender steps are still the same just import/export is a bit different.)


If using the [https://github.com/Norbyte/dos2de_collada_exporter gr2 plugin] you want to first make sure you have your export order setup which you can find the in Object Properties tab:
If using the [https://github.com/Norbyte/dos2de_collada_exporter gr2 plugin], you want to first make sure you have your export order setup, which you can find the in Object Properties tab:


[[File:Exportorder.webp]]
[[File:Exportorder.webp]]


Set the LOD Distance to 0 and for the first part of your mesh export order 1. Increase the export order number for every part you have.  
Set the LOD Distance to 0 and for the first part of your mesh set the export order to 1. Increase the export order number for every part you have.  


Now once you have all that setup if you haven't already sometime in your process select the armature and your meshes and apply transforms with Ctrl + A > Apply Transforms
Now once you have all that setup, if you haven't already sometime in your process, select the armature and all your meshes and apply transforms with Ctrl + A > Apply Transforms


Now you can export the mesh(es). These are the export settings I use when exporting with the GR2 plugin:
Now you can export the mesh(es). These are the export settings I use when exporting with the GR2 plugin:
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=== What are autosnapping and non autosnapping hairs? ===
=== What are autosnapping and non autosnapping hairs? ===


Autosnapping hairs are basically when you have an asset you want to work for more than one race/bodyshape/bodytype but don't want to make a mesh for every single variation. So when setup to be autosnapping you can apply one mesh to be used by multiple races/bodyshapes/bodytypes. And the game "autosnaps" them into place.
Autosnapping hairs are basically when you have an asset you want to work for more than one race/bodyshape/bodytype but don't want to make a mesh for every single variation. So when setup to be autosnapping you can apply one mesh to be used by multiple races/bodyshapes/bodytypes. And the game "autosnaps" them into place using a series of "sockets" that the hair is weighted to.


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