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Exporting head morphs as presets....


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4 réponses à ce sujet

#1
Wyldsong

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How do I export a head morph from the toolset as a preset to use in the CC?

#2
Presence

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See here.



See the log window after posting to local if you can't find the exported .mop file.

#3
Wyldsong

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Well, the link didn't provide too much new for me, but, your last statement solved the mystery, because I thought I was doing something wrong. I was just looking in the wrong place. Thanks!

#4
Tattercloak

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One quick note about this: if you use custom hair colours, you may need to edit the .mop file (much like you would with a .mor file) in order to eliminate the white streaks that can appear if the entry for key 11 under MORPH_TINTFILENAMES is an invalid tint name (it automatically appends t1_stb as a prefix and this can throw things off if you use something like one of Pineappletree's custom hair colours).

#5
NoAngel89

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oh just go under the tab export settings under your object inspector window (when you edit the face),

change the export .mop file setting from false to true,

then right click on the face and press local and it should be in your override folder, in your toolsetexport folder.

the link Presence provided

are the file names that change the of the existing preset faces, for the head morph to appear in the game, you can save the morph head file's name to one of the preset file names then press to local, or just rename it later when you put it in the override folder

word of warning,

the using too mixing the too many shapes with the uniqe shapes, the creator creator may compress the face, since the character creator is limited with its sliders and shapes, so keep that in mind, hope what I said helps

Modifié par NoAngel89, 11 mai 2010 - 09:28 .