Quote: Originally posted by makiura
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I have tried that, but I want the face to be teen-proportioned and be exactly the same. I also want her earlobes to have holes, which I can only do with a ripped head. You stated in your text that teen plumbots aren't possible, so I was thinking of using the edited teen head as my plumbot head and then making her shorter with bone sliders. Could the misalignment of EA rigs be fixed by auto-assigning bones in MTK?
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What happens, is EA only recognizes A/YA bots. You can add teen to the bot Caspart, but it will always show an error in Dashboard. But, going into CAS to change the bot to teen, may cause CAS to make a new head as it changes age states.
As for the error in Sim Ripper, I think you have to save as object. Been a while since I used it. I think it also has issues with hi poly hair.
I did experiment with a teen head, once, but that was when I first started working on bots. It didn't work well, and I scrapped it. However, I learned a bit since then. Still, I don't remember how Sim Ripper sets the UV for everything. I believe it creates a single UV of all CASParts, similar to how the game stores Sims... which is fine for making statues, as I did. Anyway...
What you can try is exporting a tf face and tf scalp from s3oc. You'll need the scalp regardless of how you proceed. Open in
S3PE and export L0 face parts and scalp. Open my latest bot head in s3pe, and export the geoms for L0. Import them to Blender, select all and go to edit mode. Export a copy of the UV. You'll see I don't use EA's eyelashes, and instead include the scalp. I use S-Club eyelashes in CAS make up.
Repeat this with the
S3OC head parts. don't include the scalp. Import it, go to edit mode, and you'll see why the UV must be adjusted later.
You can try converting your ripped face to geom, but do NOT merge vertices! Strange stuff happens with the mouth! You can try transferring bones from the
S3OC face parts to yours in MTK. I don't know how well that will work. Also, because of the holes in the ears, you'll have to renumber the mesh, and I believe that will prevent some facial sliders from working on your head, as they are geom sliders, keyed to the EA vertices numbering sequence... but, sliders are already applied to your head.
Import your head parts and match to the UV from the EA tf head parts. Now, import the scalp, fold the UV in half, resize the UV and move it to an open area so it doesn't interfere with your face parts. Export the parts.
Open a tf face in TSRW and export the package. Open the package, and change the shaders to bot shader for whatever you want to be shiny. Open THAT package in TSRW. Convert your head parts to ,wsos and import them to TSRW. Save that work, and export your package to test that L0 does what you want before doing other LODs.
That head will only match up at the neck seam to the tf body you make. You can make as many bodies as you want using a tf base, but every part MUST be listed as A/YA and tf.
See if that works, and let me know if you have specific questions on any part of this. Good luck!
Shiny, happy people make me puke!