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Post by coldsteelj on Nov 4, 2017 6:50:08 GMT -5
Hello guys, can someone tell me please how exactly character model weight and muscle changing system create the new body shape when your move this sliders? In the Sims 3 there was four different body meshes per model: thin shape, normal shape, muscled shape and fat shape. So, in the Sims 3 I was able to change muscled or fat body meshes to change how my character model would look in the game when she (-he) is gaining weight or muscles. In the Sims 4 there is only one body mesh per model and I don't know how exactly game engine know where to move vertices on mesh when I move fat slider in the game. Maybe someone know if there is a way to change the final position of vertices on my playable character model when she (-he) gained 100% of fat? P.S. thank you for your attention and sorry for my bad english.
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Post by inabadromance on Nov 4, 2017 11:46:56 GMT -5
Hi! I'm not really sure how to reply your question.. can you explain the project you're working on? is it a piece of clothing? What exactly are you having troubles with?
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Post by coldsteelj on Nov 22, 2017 16:35:10 GMT -5
Hi! I'm not really sure how to reply your question.. can you explain the project you're working on? is it a piece of clothing? What exactly are you having troubles with? Hi, I created a new body mesh and it is a fullbody clothing. I want my character to change her body shape from thin to fat shape which I created just like on this picture ibb.co/mtd0JR . "What exactly are you having troubles with?" - I have no idea where the game engine takes new vertices coordinates to change character body mesh from thin to fat in The Sims 4. I hope now you can understand what I mean ^-^
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Post by inabadromance on Nov 22, 2017 23:01:44 GMT -5
So this is a full body outfit right? The one you put on from the catalogue?. I don't really think it's possible... for it to change drastically from thin into what you expect. For morphs to work correctly, you need to vertex paint your mesh and to a proper uv_1. But it'd be the same shape, just bigger or smaller. Not thin to your shape.
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Post by coldsteelj on Nov 23, 2017 2:51:53 GMT -5
So this is a full body outfit right? The one you put on from the catalogue?. I don't really think it's possible... for it to change drastically from thin into what you expect. For morphs to work correctly, you need to vertex paint your mesh and to a proper uv_1. But it'd be the same shape, just bigger or smaller. Not thin to your shape. Actually I was looking for someone who know how this weight changing system works in The Sims 4, but since you are only one who answered me on this forum I guess no one know how it works. Thank you for your time and attention.
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Post by thepancake1 on Nov 23, 2017 6:22:39 GMT -5
inabadromance explained it correctly. There are two UV maps for each clothing item in The Sims 4, with the second one being used for body morphs. Unlike The Sims 3 though, the way the body deforms cannot be changed per-mesh, as the body deformations are applied uniformly to all meshes using the second UV map. Hope this helps!
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Post by coldsteelj on Nov 24, 2017 2:30:55 GMT -5
inabadromance explained it correctly. There are two UV maps for each clothing item in The Sims 4, with the second one being used for body morphs. Unlike The Sims 3 though, the way the body deforms cannot be changed per-mesh, as the body deformations are applied uniformly to all meshes using the second UV map. Hope this helps! I can't understand how the process of projecting a 2D image to a 3D model's surface for texture mapping can be used to get new coordinates for mesh vertices, but if it works like that we can change "second UV map" to set new coordinates for vertices. Can you tell me please where I can get this "second UV map" to modify it?
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Post by menaceman44 on Dec 15, 2017 9:34:58 GMT -5
Every mesh in the game has one. If you open an extracted mesh in blender you should see listed UV_0 and UV_1. UV_1 is the one that controls which bit of the body is altered when you drag on them in CAS. As stated previously, the way the game uses the UV_1 to work out the morphs is universal across ALL meshes in the game. If your mesh is missing a UV_1 then the body will not change at all when you drag on it. If it has one that is not mapped correctly it may mean that the wrong body parts morph when you drag on them. For example, you may drag on the stomach and find that the arms morph as well, etc. You cannot modify how extreme the morphs are in this manner though. What I believe you would require is a mod that increases the range of the sliders. These have been made in the past for TS4 but I don't know if any are being actively maintained to be patch compatible.
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