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editsGuide: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. | ||
<br> | <br> |