Length : 5:40
Product Thumbnails
- PNG thumbnails = 91 x 91 (used for thumbs)
- Tips thumbnails = 256 x 256 (larger preview that shows more details when you hover over it)
Cleaning up Morphs
- Activate edit mode by right clicking anywhere in the parameter tab and select edit mode
- Adjustment morphs : Actor | Adjustments
- Presets : Actor | Adjustments | Presets (conditional grafts etc)
- Body morphs : Item name | Hidden
- JCMs : Right click on dial : Set | Presentation | Content Type | Modifier/Corrective
- JCMs : Right click on dial : Hidden | Hide selected properties
- JCMs : select and drag into Item Name | Hidden on the left
Setting up a push modifier with an empty weightmap to paint out poke throughs
- Select your item in the scene and go to Create | New Push Modifier Weight Node
- I rename it to Adjustable Weightmap Layer (clothing item name)
- Select in the scene tab and go to the weightmap tool settings
- Click on the new map you just created in Unused Maps and then Add Map
- Select the map and it will show up as red – as a default it comes in 100% filled
- Select all the faces and right click in the viewport
- Weight Editing | Fill Selected | Weight Value 0%
- Select Genesis to save a wearable preset
- File | Save As | Wearable Preset
- On the Wearable Preset Save Options tab select everything that goes with that specific item (rigid follow node buttons, surface addons, push modifier layers) and save
Zipping up files
- Inside the main content folder you need to zip up the following files
- data
- Vendor Name
- Product Name
- Outfit Name
- Morphs
- Vendor Name
- Base
- Morphs and JCMS
- Base
- Vendor Name
- UV Sets
- .dsf
- Morphs
- Outfit Name
- Product Name
- Vendor Name
- People
- Genesis 8 Female or Male
- Clothing
- Product name
- Files
- Product name
- Clothing
- Genesis 8 Female or Male
- Runtime
- Textures
- Vendor Name
- Product Name
- Texture files
- Product Name
- Vendor Name
- Textures
- data