Modding:Hair Mod Mesh Setup: Difference between revisions

Jump to navigation Jump to search
no edit summary
No edit summary
No edit summary
Line 72: Line 72:
After exporting the mesh from Blender, there's one more step you need to follow: conforming to a vanilla skeleton with LSLib. Why? We're not totally sure, but we do know that hair gets very wacky in game if you don't do this.
After exporting the mesh from Blender, there's one more step you need to follow: conforming to a vanilla skeleton with LSLib. Why? We're not totally sure, but we do know that hair gets very wacky in game if you don't do this.


Export your mesh from Blender as a .dae file, then load up LSLib.
Export your mesh from Blender as a .dae file, then load up LSLib. Make sure your settings are the same in all of the red highlighted areas (note some of them may not be selectable until you Import a file). The pink highlighted path should be the path to your .dae file, and the orange highlighted path should be the same, only with the file extension changed to .GR2 (uppercase!)
 
The green highlighted path should lead to a vanilla hair that you want to conform to. In general, pick a hair that's a similar overall shape to your hair. Whatever that hair is called, you need to rename your hair in the Object Data Properties in Blender to match the same name--otherwise, LSLib will throw an error when you try to conform.
[[File:LSLibConformExample.png|none|frame]]
[[File:LSLibConformExample.png|none|frame]]
Done with editing the mesh in Blender? Follow [[Guide:Hair Creation|this tutorial]] to set up the files for inclusion into the game!
Done with editing the mesh in Blender? Follow [[Guide:Hair Creation|this tutorial]] to set up the files for inclusion into the game!
[[Category:Modding guides]]
[[Category:Modding guides]]

Navigation menu