by andylegate » Fri Aug 06, 2010 2:16 pm
I can impart on how it's done here basically:
This is just the clothing mesh. If you want it to move around with the Avatar, you'll have to get into linking things to the bones and pivot points, and that's outside of my post for now.
However, you need 3 Dummy boxes labled "High", "Med" and "Low"
Each box should have the following components attached: Morph Layer and Morph Sequence. You should have both the Morph A and B meshes listed in the Morph Layer, and you need a Morph Layer for each Mesh (IE Head, torso, Feet, Legs, etc). You have a Morph Sequence for each Morph Layer. Use your High Mesh as the Neutral Mesh here too.
Link the Morph A meshes to the High box, but leave the Morph B mesh linked to the scene root.
Now you'll need another Dummy Box that you simply call "Male" (if I have not mentioned this already, you need to do all of this over again for the Female version of clothes, and your box in that case will be called Female). This box is where you attach ALL of the Avatar Clothing components to. The utils for this component are pretty self explanitory, however, as GPNMilano pointed out, you have to select the Material here, and it needs to be the Plasma Clothing material, not the Plasma Standard material.
On you animated meshes (in other words the meshes that are NOT your morph A and B) you need to attach the Snap To component to each mesh. You also need to have Low Med High Xref's and that's what you apply the Smooth Base to (does that help with you're problem you said you had GPNMilano?).
That's about it. Oh yah, you have to export this as part of the GlobalClothing Age. You can't stick this in your Age. So you'll be adding prp's to the GlobalClothing Age. Not hard to do, just make sure you name your prp's something distictive, but also one has to be Male and one Female (even if your clothing is something that is unisex, you must have a Male and a Female version).