@@Volk_ Sure, sorry i didn't get to you after you commented, youtube didnt give me a notification haha, all i did was basically do the steps he did but put bone A at the top of the mudflap and B at the bottom and so on and so fourth.
Please, if you have time to spare, can you makke a tutorial regarding axles and rotating parts? I'm having issues to figure out how it works to set up a suspension with parts that should move up and dow while some parts are rotating such as the axle tip with the suspension attached to it.
Fantastic tutorial......i wish you could make a tutorial for a skinned mesh in Farming Simulator , in my case a car mod that i made ( i want to make the gear shifter base material to move when i change gears )
Great Tutorial! Would you bake textures for skinned mesh in substance painter or do you just add the shader, colour value and pre fixed specular and normal from farmings own files in giants editor?
Hello, thanks for the tutorial ... but I have a problem. Do you have an idea why the blue colored skinned mesh gets invisible after importing it into the giants editor?
Cheers Agrartechnik! The issue you’re having is that there is *too much* of the blue section (soft section) if the skinned mesh, and it becomes unrecognizable. You’ll have to smooth out the mesh further to have less of a dark blue section!
@@ForwardAgSolutions I want to edit a skinned mesh from giants (tsw6240w). When i rotate the bone, the hole mesh rotates with it. When i make the static mesh blue - so that it don`t rotate - it gets invisible.
@@agrartechnikamhausruck680 blue gives the mesh flexibility, and red makes it solid! You’d want to make your anchor points red and let the middle fade into blue!
Will this work with pre-made skinned meshes from Giants? I did the case skidsteers for FS19 and am working on bringing them to 22. The hydraulic hoses look better in FS22 than 19 but I can't just move them from one i3d to another without it breaking the i3d.
Excellent presentation and tutorial, concise and to the point without any confusion.
Thank you Jeff, I appreciate that!
One of the best FS modding tutorials I've seen. Straight to the point, no fluff - just useful info. Hope to see more like this from you, sir :)
Thanks brother this helped alot, just what i needed to get my mudflaps working! Keep up the good work.
I'm curious on how you achieved this, care to share how you did?
@@Volk_ Sure, sorry i didn't get to you after you commented, youtube didnt give me a notification haha, all i did was basically do the steps he did but put bone A at the top of the mudflap and B at the bottom and so on and so fourth.
@@t3s9 no worries, thank you for the explanation
@@Volk_ Ya np anytime
Fascinating
Cheers Cranky!
Please, if you have time to spare, can you makke a tutorial regarding axles and rotating parts? I'm having issues to figure out how it works to set up a suspension with parts that should move up and dow while some parts are rotating such as the axle tip with the suspension attached to it.
This looks interesting! When I have some time ill watch it into detail. I always wanted to mod
It's never too late to give it a try, Ohioan!
Extremely useful, thank you very much. 🚜
Fantastic tutorial......i wish you could make a tutorial for a skinned mesh in Farming Simulator , in my case a car mod that i made ( i want to make the gear shifter base material to move when i change gears )
Awesome tutorial, thank you very much for this one, helped me a lot.
Cool
Great Tutorial! Would you bake textures for skinned mesh in substance painter or do you just add the shader, colour value and pre fixed specular and normal from farmings own files in giants editor?
Thank you! I personally prefer to create my own textures, especially when it comes to fertilizer hoses and hydraulic lines!
@@ForwardAgSolutions Thank you so much for the answer!
This helped me so much Thankyou!!!!
Hello, thanks for the tutorial ... but I have a problem. Do you have an idea why the blue colored skinned mesh gets invisible after importing it into the giants editor?
Cheers Agrartechnik! The issue you’re having is that there is *too much* of the blue section (soft section) if the skinned mesh, and it becomes unrecognizable. You’ll have to smooth out the mesh further to have less of a dark blue section!
@@ForwardAgSolutions I want to edit a skinned mesh from giants (tsw6240w). When i rotate the bone, the hole mesh rotates with it. When i make the static mesh blue - so that it don`t rotate - it gets invisible.
@@agrartechnikamhausruck680 blue gives the mesh flexibility, and red makes it solid! You’d want to make your anchor points red and let the middle fade into blue!
Now i know what the problem was - i had to make a another (useless) bone in the center of the trailer. Thx you for your help!
Do you know how I could export a skinned mesh from to giants editor to giant editor? My ge crashed every single time
Will this work with pre-made skinned meshes from Giants? I did the case skidsteers for FS19 and am working on bringing them to 22. The hydraulic hoses look better in FS22 than 19 but I can't just move them from one i3d to another without it breaking the i3d.
Name of map?
This was Flint Hills, on FS19!