Sorry to bug you, but the download link for the H&M separated AF top indicates that the file is no longer available. Would it be possible to re-upload? :)
Tried to send you a message, but your privacy options refused it...dunno if it's the right place to post it, but there it goes anyway:
"Hi Amaryll :)
I saw that AlfredAskew asked you if you would use Tenshii Akari's Happy Digits in your default replacement project, and then you asked her if they looked good.
Yes, I am sorry about that. Maybe I am just blind, but I just can't find any option I need to activate in order to receive PMs. :/ Posting in a threat here is always fine. That way I'll get the message, sooner or later.
I've seen Yuxi's mesh. I have also snagged Tenshii's female mesh and made some experimental dress to try out the hands in my game. I like them, so I guess I might try implementing them. Most meshes have the hands as seperate groups anyway, so it should not be a problem to make an alternte version. ;)
It's ok. Be nosy. :) Actually, I take your words as encouragement, as I am a bit burned out on the project (I'm down to the last few meshes). So, thank you. ^^
Hi! I want to ask you if you had troubles adding Tenshii's hands to your meshes, cause my sister had a lot! U_U Mesh looks like a spiky monster in bodyshop. (well, the first attempt we got a laid down monster X_X). Would you be so kind to give us a tip to avoid this issue? We are trying to add the hands to a Glamour Life mesh (a double chest mafia style suit) for our Swinging London theme. Here is a picture: http://i565.photobucket.com/albums/ss96/swan_maid/share/bad_mesh1.jpg
I am not sure you're still hoping for an answer. I am sorry it took me so long, but your comment got screened and I only saw it now. As for the mesh... I cannot tell for sure from your picture. My first thought was that you might have had problems with the fat morph as those can cause a mesh to "explode". As a tip: cut off the hands along with a bit of the forearm, so that you have about the same amount of vertices there as on your new mesh. Then leave that part in its own group, but give it the same name as your basegroup, and hide it. Unhide your basegroup and morphes and cut off the respective parts. This leaves the morphs untouched and thus avoids the typical problems. Hm, I hope you can make sense of my instruction... ^^;
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"Hi Amaryll :)
I saw that AlfredAskew asked you if you would use Tenshii Akari's Happy Digits in your default replacement project, and then you asked her if they looked good.
They look like this: http://esperesa.dreamwidth.org/59317.html (Yuxi used them in a new mesh).
If you're interested in using them, you can find the meshes here: http://www.sim-oasis.com/forums/index.php?topic=2388.msg60561#msg60561 (though I dunno if TA posted them separately as a meshing resource...)
Sorry for being so nosy, but I'm itching for your defaults omg so awesome! :D "
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Posting in a threat here is always fine. That way I'll get the message, sooner or later.
I've seen Yuxi's mesh. I have also snagged Tenshii's female mesh and made some experimental dress to try out the hands in my game. I like them, so I guess I might try implementing them. Most meshes have the hands as seperate groups anyway, so it should not be a problem to make an alternte version. ;)
It's ok. Be nosy. :)
Actually, I take your words as encouragement, as I am a bit burned out on the project (I'm down to the last few meshes). So, thank you. ^^
Reply
Would you be so kind to give us a tip to avoid this issue? We are trying to add the hands to a Glamour Life mesh (a double chest mafia style suit) for our Swinging London theme. Here is a picture: http://i565.photobucket.com/albums/ss96/swan_maid/share/bad_mesh1.jpg
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As for the mesh... I cannot tell for sure from your picture. My first thought was that you might have had problems with the fat morph as those can cause a mesh to "explode".
As a tip: cut off the hands along with a bit of the forearm, so that you have about the same amount of vertices there as on your new mesh. Then leave that part in its own group, but give it the same name as your basegroup, and hide it.
Unhide your basegroup and morphes and cut off the respective parts. This leaves the morphs untouched and thus avoids the typical problems.
Hm, I hope you can make sense of my instruction... ^^;
Reply
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