In my case, it’s called “s4studio_mesh_9.” Put a checkmark next to Face Corner Data and change it to Nearest Face Interpolated. Under Source Object choose the joined Grim Reaper mesh. With the robe selected, add a Data Transfer modifier. The uv_1, just as an FYI, is what’s needed for your item to work with CAS sliders. Select the robe and rename “UV1” to “uv_0.” Duplicate uv_0 and rename the new map from “UVMap” to “uv_1.”Ĩ5. (File > Append > navigate to your file > Object > select your mesh (mine is named “robe”) > Append from Library).Ĩ4. Append the custom mesh from the previous step. Open the Grim Reaper LOD 0 file and join all of its mesh groups with Ctrl + J. Next, we are going to transfer the uv_1, transfer the weights, vertex paint the mesh, bake the diffuse texture to a new UV layout, join the mesh with the EA body parts, assign cut numbers, and make the LODs.Ĩ3.