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Post by noiranddarksims on Nov 23, 2017 0:15:29 GMT -5
Hi. I'm trying to make a poseable object for animations. So far I created new bones and edited his position, assigned the weight paint to the mesh, added the new bones to each lod on warehouse and importing the new lods.
My only problem is that after import my new mesh on blender the position of the bones is not the same that in the studio. The bones look disoriented and some overlaped. What can I do for match the orientation of the bones between blender and sims4studio? Or what I'm doing wrong?
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Deleted
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Post by Deleted on Dec 2, 2017 4:02:44 GMT -5
I am having similar issues, did your mesh even show up in studio that had the new bones? mine doesn't. so far I have done the same as you and weight painting still no. I am looking now to try and find out how to find the location of bones to input into S4S, I remember there was a tutorial that mentioned it, but I cant seem to find it. if I do I will post a link here. if you find it first well let me know here as well. all I have found so far, still looking..... I know I saw that tutorial somewhere, which locations do I use and in what mode? Sep 1, 2017 at 7:25pm BROKENSims said: One last question, When setting the parent in Sims 4 studio, It offsets it a lot and makes it difficult to change bone position to be accurate in blender. How can I fix this? Brujah's responce: Subtract the position of the parent bone from the child bone. For example: if the child bone is x:0,y:0.72,z:0.5 and the one you want to parent it to is x:0,y:0.25,z:0.75. When you set the child to the parent those values get added together for a new child position of x:0,y:0.97,z:1.25 Read more: sims4studio.com/thread/10079/rig-editing?page=2&scrollTo=84356#ixzz505r499E5I cant do math... ugh 44 bones and I cant do simple addition!!!
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