Clothing override on accessories

 
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rayfigs 18+ Age Verified

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PostPosted: Wed Jun 13, 2007 3:10 am    Post subject: Clothing override on accessories Reply with quote

Hello, I am working on a layered hat and I want to have multiple pieces for more control for other developers to derive from the product.

I know if I derive from a hairstyle I can have access to the Clothing override attributes in the special section in the Previewer, but as I add multiple meshes it starts to overide other parts of the body.

It seems that the number of meshes in the previewer are linked to the clothing override attributes, maybe this was done to make things easier ( like creating a mesh will create a texture node seems to be helpful) but I think this slight oversight might cost a bit as far as flexibility and control of our releases.

Does anyone have a solution or workaround for my situation?

I don't want to have combine the geometry into one mesh and shove everything into one map, seems a bit too messy to me.


Thanks for your time.

Kindest regards

rayfigs
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NightButterFly

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PostPosted: Wed Jun 13, 2007 3:45 am    Post subject: Reply with quote

you dont need to add different meshes for people to have control of it. in 3DS, you give each mesh a different texture map ( [0] behind the name for the first, [1] behind the name of the second and so on) after that, you attach them all, and export them as a single mesh. and export the xrf's for each texturemap. you will only need to add more texturemaps, and give them each the different xrf's in the previewer, then you can make some pieces of the mesh show or not (opacity) and give them different colors. you don't need to add more then one xmf (mesh).
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PostPosted: Wed Jun 13, 2007 3:52 am    Post subject: I'll give it a try Reply with quote

Thanks for taking the time to reply Very Happy

Cool that seems like a perfectly awesome solution. I was wanting to be able to make interchangeable pieces but that's okay.

Thank you for solving the problem.

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rayfigs
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PostPosted: Wed Jun 13, 2007 4:17 am    Post subject: I'll give it a try Reply with quote

Thanks for taking the time to reply Very Happy

Cool that seems like a perfectly awesome solution. I was wanting to be able to make interchangeable pieces but that's okay.

Thank you for solving the problem.

Kindest regards

rayfigs
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PostPosted: Wed Jun 13, 2007 5:04 am    Post subject: Reply with quote

interchangeable in what way then?
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PostPosted: Wed Jun 13, 2007 8:22 am    Post subject: Reply with quote


I'm curious as I have had problems in this area.

Can you export the xrf's before skinning then attach your pieces into one object, skin and then export xsf and xmf?


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PostPosted: Wed Jun 13, 2007 8:30 am    Post subject: Reply with quote

mercuria wrote:

I'm curious as I have had problems in this area.

Can you export the xrf's before skinning then attach your pieces into one object, skin and then export xsf and xmf?



no you export the xrf's after attaching and skinning, at least that's how I do it.
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PostPosted: Wed Jun 13, 2007 9:01 am    Post subject: Reply with quote




Well, I thought about that and every time I tried it last night, I got bad results.

Once, I lost a material, once I lost weighting (no idea what I did there) and never did it work.

Just now, for shicks-n-giggles I exported xrf's before even attaching my objects to themselves, attaching root node to bone or skinning.

It worked.

Problem I've had is what to select when I attach objects to themselves. I don't know what to do when it's time to "match material ID's" but this seemed to work what with exporting xrf's before attaching.


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PostPosted: Wed Jun 13, 2007 9:22 am    Post subject: Reply with quote

edit: you first give each mesh it's own texturetab and texture.

then you attach, you need to select the first option when you attach each mesh, so it will keep it's texture and wont get the other mesh's texture. you can immidiatly see it in 3DS. if it changes texture, you did it wrong.
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PostPosted: Wed Jun 13, 2007 10:14 am    Post subject: Reply with quote

I export .xrfs last.

Set up your materials first if you can. Then, when your object is all together one mesh, go into edit poly/mesh -> element and select all the parts that are to be one particular material, and go into smoothing groups. Set the BUTTON to "1" and dial down the ID to the proper one to apply the texture. Be sure that you've hit the proper buttons in the material editor to make the texture actually show up on the mesh. sometimes if it's not being nice I'll drag it, then adjust as needed in the smoothing groups. But like Don showed me, the smoothing groups are really your major control for material IDs. It's helped a LOT.
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PostPosted: Wed Jun 13, 2007 10:25 am    Post subject: Reply with quote

Confused

edit: sorry was looking that like that I am confused, and cause I didnt hear about that technique before I think. sounds interesting yet confusing.
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