For an outfit to join up properly in TR, each connection vertex of the joint meshes must be close to a connection vertex of the skin meshes.

To check the connection of a skin mesh with a joint mesh in Metasequoia (Meta), open one mesh and then use insert to open the other.

Always open with scale settings

**Multiply 1** and

**Digit 2** so the co-ordinates of the vertices will be whole numbers.

Multiply and Digit explained here.
Use the

*MOVE* command with

*Abs* pressed to see the co-ordinates of a joint mesh connection vertex and then check the co-ordinates of the corresponding skin mesh connection vertex.

At this scale, for the outfit to join in game, the X, Y, Z co-ordinates of the two vertices must be the same or only differ by 1.

The following pairs of meshes will be in the correct position with respect to each other when they are opened together in Meta.

Skin mesh -- Joint mesh (Wadmerger Mesh Number)

-------------------------------------------------

Pelvis -- JointPelvis (Mesh 0)

Left Thigh -- Left Hip (Mesh 1)

Left Shin -- Left Knee (Mesh 2)

Left Foot -- Left Ankle (Mesh 3)

Right Thigh -- Right Hip (Mesh 4)

Right Shin -- Right Knee (Mesh 5)

Right Foot -- Right Ankle (Mesh 6)

Torso -- Waist (Mesh 7)

Right Upper Arm -- Right Shoulder (Mesh 8)

Right Lower Arm -- Right Elbow (Mesh 9)

Right Hand -- Right Wrist (Mesh 10)

Left Upper Arm -- Left Shoulder (Mesh 11)

Left Lower Arm -- Left Elbow (Mesh 12)

Left Hand -- Left Wrist (Mesh 13)

Head -- Neck (Mesh 14)

To check other connections one mesh will have to be moved so it is in the correct position with respect to the other mesh.

The following table gives the standard offsets of Lara's meshes which you use to move the mesh to it's correct position. The mesh you move must be moved back to it's original position before it is saved.

LEFT THIGH/HIP ......is.. 42 LEFT ... 20 DOWN .. 2 FORWARD ..from the.. PELVIS

LEFT SHIN/KNEE ......is... 9 RIGHT . 185 DOWN .. 3 FORWARD ..from the.. LEFT THIGH/HIP

LEFT FOOT/ANKLE .....is... 1 RIGHT . 192 DOWN .. 8 AFT ......from the.. LEFT SHIN/KNEE

RIGHT THIGH/HIP .....is.. 43 RIGHT .. 20 DOWN .. 2 FORWARD ..from the.. PELVIS

RIGHT SHIN/KNEE .....is.. 10 LEFT .. 185 DOWN .. 2 FORWARD ..from the.. RIGHT THIGH/HIP

RIGHT FOOT/ANKLE ....is... 0 RIGHT . 193 DOWN .. 2 AFT ......from the.. RIGHT SHIN/KNEE

TORSO/WAIST .........is... 1 LEFT ... 49 UP ... 11 FORWARD ..from the.. PELVIS

R UPPER ARM/SHOULDER is.. 59 RIGHT . 142 UP ... 12 AFT ......from the.. TORSO/WAIST

R LOWER ARM/ELBOW ...is.. 10 RIGHT .. 95 DOWN .. 2 AFT ......from the.. R UPPER ARM/SHOULDER

RIGHT HAND/WRIST ... is... 1 RIGHT . 101 DOWN .. 1 AFT ......from the.. R LOWER ARM/ELBOW

L UPPER ARM/SHOULDER is.. 57 LEFT .. 143 UP ... 12 AFT ......from the.. TORSO/WAIST

L LOWER ARM/ELBOW ...is... 9 LEFT ... 98 DOWN .. 2 AFT ......from the.. L UPPER ARM/SHOULDER

LEFT HAND/WRIST .....is... 1 LEFT ... 99 DOWN .. 1 AFT ......from the.. L LOWER ARM/ELBOW

HEAD/NECK ...........is... 2 RIGHT . 198 UP ... 23 AFT ......from the.. TORSO/WAIST

**Example**
Import the Torso, Waist and Pelvis meshes into Meta.

The Torso and Waist meshes will join up as discussed above but the Pelvis will not.

I choose to move the Pelvis since I will only have to move one mesh.

From the table above, the Torso mesh is 1 unit to the left of the of the Pelvis, 49 units above the Pelvis and 11 units forward of the Pelvis.

This means the the Pelvis is 1 unit to the right of the Torso, 49 units below the Torso and 11 units aft of the Torso.

In Meta, select the Pelvis and press the *MOVE* button.

Looking at the meshes in Meta we see that right is the positive X direction, down is the negative Y direction and aft is the positive Z direction so use the following numbers in the *Rel* X, Y, Z boxes and press OK.

X = 1

Y = -49

Z = 11

To move the vertices of the Waist so they perfectly match the vertices of the Pelvis:

~ Make sure *Rc* is enabled.

~ To make things easier disable *Ln* and *Fc*.

~ Press the *MOVE* button and the *Abs* button in the MOVE dialog.

~ Select the vertex on the Pelvis where you want to move the Waist vertex.

~ Rectangle select (press and hold the left mouse button and drag a rectangle) the Waist vertex you want to move. X, Y, Z in the *Abs* boxes should not change.

~ Press OK

When modifying the meshes, Rectangle select the vertices at the connections to make sure you move both vertices together. It is also a good idea to set grid to 1 and enable snap to grid.

The Torso and Waist meshes can be saved as normal but the Pelvis must be moved back to it's original position before it is saved. Select the Pelvis and in the *Rel* boxes of the *MOVE* command dialog use the negative of the numbers you used before.

X = -1

Y = 49

Z = -11

All meshes are saved with **Multiply 1** and **Digit -2**.