In order to export a o file, the filter will search for an object named mymodel in your scene. Material templates are also created with random colors. wso file will always create a dummy node and put all groups under this dummy node. wso file with any skeleton loaded in your scene (either from rigfile or from original. So it's preferable to use rigfile skeletons. This skeleton is inconsistent and it might be hard to edit model with such a skeleton loaded. When no skeleton loaded/found, the skeleton from. For example, if you load an adult CAS model, you should load adult.rigfiletxt skeleton into your scene and specify adult option for Skeleton when loading. Skeleton option is used to specify skeleton model in your scene that will be used for CAS model loaded. Any topology-depend option will make blending model inconsistant. vertices can only be moved, rotated, scaled. The general rule to deal with morph blends is to keep geometry structure exactly the same on all blends. You will generally get four-five groups ( base, thin, fat, fit and optionally special). When this option is off, morph blends are not merged and added as individual objects. Blending is stored on vertices damage state, so you can toggle Damage option on/off in Structure tab to see and edit associated blend stages. The group_special is added as stand alone object if it has any blend information. wso files with skeleton/bones structure (clothes, hair, etc.) and does not affect static models (furniture, construction objects etc.) This option will merge Thin and Fat blend stages into single model group_thin&fat Base and Fit into model group_base&fit. Merge blends will merge CAS blends into models for simplicity. There is no preferable choice for this option, it's all upto you. When this option is off, static model will appear as a set of groups under a dummy node. Random color is assigned on material templates so you can see the different materials initially. Multiple material templates will be created and assigned, so you can load desired textures and see a textured model. When importing a static model with this option, you will get a single geometry model in your scene. Groups are generally usually for different materials in Workshop, while ZModeler support multiple materials on a model. Merge groups will merge groups on static model into single ZModeler object. The model can be loaded in different variations depending on "Merge" settings you've specified. It might take from several seconds upto a minute on very detailed models to load (even when progress reaches 100%), so just wait a little. wso file, check desired import settings and press Import to load the model. Then press Import button in ZModeler, locate your. Load your project in Workshop, locate desired model/group on Mesh tab and press Export button to save a. An adult and child rig model is attached to this thread. These templates can be found on The Sims modding forums with example rig models. Additional skeleton-only import feature is added: *.rigfiletxt capability is for loading *_rigfile.txt templates. wso file or should be loaded into ZModeler prior importing. You can manually apply desired textures in ZModeler and Worshop onto respective materials. Materials and textures information is not imported/exported, but UV mapping is retained. Model groups and bones information is retained, so both static models and CAS soft-skin models can be imported/exported. wso models between ZModeler and Workshop.
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