Modding:Creating and Exporting Meshes in Blender: Difference between revisions

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[[File:How2ViewFaceorientationoverlay.webp|thumb|291x291px|How to view face orientation overlay on Blender. Blue is outside, red is inside. Red will be invisible in-game, unless you set up a 2 sided shader in your LSX code later.]]
[[File:How2ViewFaceorientationoverlay.webp|thumb|291x291px|How to view face orientation overlay on Blender. Blue is outside, red is inside. Red will be invisible in-game, unless you set up a 2 sided shader in your LSX code later.]]
==Physics==
==Physics==
[https://www.nexusmods.com/baldursgate3/articles/311 Here is a tutorial about how to add physics to your mesh by ReallyLazyIcarus.]
Unfortunately physics are not quite at game quality yet at this stage.
Unfortunately physics are not quite at game quality yet at this stage.


Physics are set with red vertex paint. Hot pink vertex paint counterbalances the physics.
Physics are set with red vertex paint. Hot pink and blue vertex paint counterbalances the physics.
 
If a mesh is 100% weighted to a single bone, adding physics will cause it to crash the game.


A mesh cannot be entirely vertex painted red or it will bounce around, it needs some black vertex paint left to keep it in place.
A mesh cannot be entirely vertex painted red or it will bounce around, it needs some black vertex paint left to keep it in place.
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A cloth mesh (Generally named something like HUM_F_CLT_Daisy_Dress_A_Cloth_Mesh and will import in) is the collider mesh, which stops it clipping through things. Sadly you may need to delete it as it can cause your mesh to be exported with errors.
A cloth mesh (Generally named something like HUM_F_CLT_Daisy_Dress_A_Cloth_Mesh and will import in) is the collider mesh, which stops it clipping through things. Sadly you may need to delete it as it can cause your mesh to be exported with errors.
[https://www.nexusmods.com/baldursgate3/articles/311 Here is a tutorial about how to add physics to your mesh by ReallyLazyIcarus.]


Some people have had success pasting the code from in game meshes into their lsx mesh code, specifically clothbuffer values, which caused the physics to be less flappy and enabled the collider mesh to be exported without issues. Which is worth a try if you have a lot of patience and experience with coding. [https://docs.google.com/document/d/1nb_B2uz8Xlakhoa7XNf4IRU8mMisGPZyQEkydlZQdD0/edit?usp=sharing A tutorial can be found for this here.]  
Some people have had success pasting the code from in game meshes into their lsx mesh code, specifically clothbuffer values, which caused the physics to be less flappy and enabled the collider mesh to be exported without issues. Which is worth a try if you have a lot of patience and experience with coding. [https://docs.google.com/document/d/1nb_B2uz8Xlakhoa7XNf4IRU8mMisGPZyQEkydlZQdD0/edit?usp=sharing A tutorial can be found for this here.]  
[[File:ScreenyExampleOfPhysicsMesh.webp|thumb|134x134px|Example of red vertex paint for Physics. (Daisy Dress Mesh)]]
[[File:ScreenyExampleOfPhysicsMesh.webp|thumb|134x134px|Example of red vertex paint for Physics. (Daisy Dress Mesh)]]
Some people have also experimented with not exporting the mesh and setting non-skirt parts of the original mesh to use an invisible material, then combining it with their own torso in a roottemplate.
If you learn anything new, add it here!
If you learn anything new, add it here!


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