- Apr 8, 2013
- 491
- 323
Clothes are not the easiest meshes to make. You need to know the difference between skinned and unskinned meshes. Metasequoia is an additional hurdle for skinned meshes, because MQO files cant transport the skin. Sb3UGS needs a very close skinned mesh as template for replacing. If your vertices are not close enough then your new clothes deform very badly. If you keep all positions very close to the mesh you will replace then you can continue to use Metasequoia.
If you would want to make an apron which is longer, wider, whatever - using space not used by the original - then you will feel the additional problem with MQO files. This can still be solved by double replacing meshes. First replacement with a skinned long dress, second replacement of the dress with your edited long apron.
Each Submesh / Mesh Object has one material in the games. You dont need to split meshes if you will continue to use the same material for all parts. Using a different Tag value would be an exception to this and you would have to split the mesh into the colourable part and the fixed part.
If you would want to make an apron which is longer, wider, whatever - using space not used by the original - then you will feel the additional problem with MQO files. This can still be solved by double replacing meshes. First replacement with a skinned long dress, second replacement of the dress with your edited long apron.
Each Submesh / Mesh Object has one material in the games. You dont need to split meshes if you will continue to use the same material for all parts. Using a different Tag value would be an exception to this and you would have to split the mesh into the colourable part and the fixed part.
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