924
editsMore actions
no edit summary
No edit summary |
No edit summary |
||
Line 27: | Line 27: | ||
=== What are autosnapping and non autosnapping hairs? === | === What are autosnapping and non autosnapping hairs? === | ||
Autosnapping hairs are basically when you have an asset you want to work for more than one race/bodyshape/bodytype, but don't want to make a mesh for every single variation. So when setup to be autosnapping, you can apply one mesh to be used by multiple races/bodyshapes/bodytypes. And the game "autosnaps" them into place using a series of "sockets" that the hair is weighted to. | {{CollapsibleOnDesktop|collapsed=Autosnapping hairs are basically when you have an asset you want to work for more than one race/bodyshape/bodytype, but don't want to make a mesh for every single variation. So when setup to be autosnapping, you can apply one mesh to be used by multiple races/bodyshapes/bodytypes. And the game "autosnaps" them into place using a series of "sockets" that the hair is weighted to. | ||
Sometimes you may still need three autosnapping meshes, one for the shorter races, one for the default bodytype and one for the strong bodytype. However we will go through when this is needed further into the tutorial. | Sometimes you may still need three autosnapping meshes, one for the shorter races, one for the default bodytype and one for the strong bodytype. However we will go through when this is needed further into the tutorial. | ||
Non autosnapping is when the game doesn't snap the hair into place at all. So, you have to create your hair mesh for each race/bodyshape/bodytype that you want it to be usable for. Obviously, this takes more work, but it can often give better/less crunchy results than autosnapping, and it is much easier to manually weight a non-autosnapping hair than an autosnapping hair. For instance, for personal use hairs, you might decide you only want it for one character. Then non autosnapping might be the way to go. | Non autosnapping is when the game doesn't snap the hair into place at all. So, you have to create your hair mesh for each race/bodyshape/bodytype that you want it to be usable for. Obviously, this takes more work, but it can often give better/less crunchy results than autosnapping, and it is much easier to manually weight a non-autosnapping hair than an autosnapping hair. For instance, for personal use hairs, you might decide you only want it for one character. Then non autosnapping might be the way to go.|Autosnapping hairs are basically when you have an asset you want to work for more than one race/bodyshape/bodytype, but don't want to make a mesh for every single variation. So when setup to be autosnapping, you can apply one mesh to be used by multiple races/bodyshapes/bodytypes. And the game "autosnaps" them into place using a series of "sockets" that the hair is weighted to. | ||
Autosnapping hairs are basically when you have an asset you want to work for more than one race/bodyshape/bodytype, but don't want to make a mesh for every single variation. So when setup to be autosnapping, you can apply one mesh to be used by multiple races/bodyshapes/bodytypes. And the game "autosnaps" them into place using a series of "sockets" that the hair is weighted to. | |||
Sometimes you may still need three autosnapping meshes, one for the shorter races, one for the default bodytype and one for the strong bodytype. However we will go through when this is needed further into the tutorial. | Sometimes you may still need three autosnapping meshes, one for the shorter races, one for the default bodytype and one for the strong bodytype. However we will go through when this is needed further into the tutorial. |