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HunniHope

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  1. Question has been asked and answered here
  2. @Vir Linden If this is expected for Universals to be above the Tattoo layer then perhaps the description in the knowledgebase should be verified as the information given there is contradicting what you are saying here I quote: "In layering order, universal wearables go between the tattoo and body layers.
  3. [White~Widow] Includes system layers in tats
  4. No you do not have to give anyone a texture, all you would need to do is make up a system layer, you then give them the system layer, as its the system layer that a Bom part would wear, be it clothing, tats or lake-up etc. You can then decide if you leave it mod or not for tinting. Slink has released BoM updates for the bodies and parts today. i use all Slink and in updating all to the BoM versions i have reduced complexity by 15k, texture area dropped over 200m2, i regained 4 attachment points, and tri count reduced by 150k, and script count down by 1/3
  5. are you using the BoM viewer that Vir linked to in his original post?
  6. weight transfer is never spot on from the start, it needs inspecting tweaking, smoothing, testing with sliders etc and yes sometimes the tweaking part is going to need some manual painting. Also as a side note, is using avastar and using the skinning panel and "Bind to armature" button, you don't have to do the Ctrl+P step for automatic weights. Use the avastar tools right there in the skinning panel, change the dropdown to meshes and then tick the box to "Copy from All listed" and weights will trasnfer from body to mesh at the time you click bind. The Avastar guide to the stages of Skinning your mesh, broken down at the end of the page into their own sections https://avastar.guru/avastar-2/reference/attachments/
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