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Post by kgirly19 on Feb 22, 2018 23:06:39 GMT -5
So, I'm new at Blender... like really new. I just started yesterday. I wanted to start messing around with little things, like taking the dangly part of the fleur de lis earrings from VGS. That worked fine so I thought I would work up to something a little harder so I started to take the collar off of one of the uniforms from Dine Out. I managed to edit the mesh and I saved it as a .blend. I went back to S4S and imported the mesh for all of the LODs (this was how I saw it done in the tutorials). The preview doesn't work on my S4S so I deleted the collar of the texture, saved, closed the window, and reopened it and the collar was still there. I'm clueless as to what I'm doing wrong... Did I miss a step or something?
I have a Mac, S4S Candyapple, PS CS6, and Blender ver. 2.78.
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Post by Feyona on Feb 23, 2018 0:20:21 GMT -5
Share .blend and .package files, please. Both files. It doesn't really matter what programs you use, only what is inside the files.
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Post by kgirly19 on Feb 23, 2018 0:45:30 GMT -5
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Post by Feyona on Feb 23, 2018 1:26:50 GMT -5
When you export mesh for editing you need to make sure that you import back the same amount of cuts (s4studio_mesh_1, s4studio_mesh_2, s4studio_mesh_3 etc.). You can't combine them in one and import back. Each group aka cut has own number and it needs to match cut number in original mesh. See explanation here. You need to break your mesh back in the same amount of parts that is in original mesh, and match cut number accordingly. You can't randomly break it in 10 groups and randomly place cut numbers. You need to make sure that cut number in legs of your mesh correspond with numbers of cut number of leg part in original mesh, otherwise glitches may occur. Also you used the lowest lod for the body, therefore mesh lacks geometry. If you look at hands, they look like mittens instead of separate fingers.
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Post by kgirly19 on Feb 23, 2018 1:59:57 GMT -5
Okay, thank you so much. Bare with me I'm super new at this... I know how to fix the first part but how do I fix the second part of what you said about the LODs?
I really appreciate the help. I've wanted to learn how to do this for a long time and I know I'm gonna screw it up a few times before it looks semi-decent, lol.
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Post by inabadromance on Feb 23, 2018 13:06:17 GMT -5
Hi! If you've already joined all parts i suggest you to simply start over since the modifications you did weren't that many (only removed the collar). So re export the mesh and start over, editing only what you don't want.
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Post by kgirly19 on Feb 23, 2018 15:58:10 GMT -5
Okay, I thought I knew what I was doing with the cuts but I'm getting it wrong. What exactly are cuts and how do I change them? And how do I fix the problem with the LODs?
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Post by Feyona on Feb 23, 2018 16:39:16 GMT -5
I already linked you a post with detailed explanation about cuts. Please read it.
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Post by kgirly19 on Feb 23, 2018 18:04:13 GMT -5
Okay, sorry. I read it. But I'm still wondering if all you have to do is type in the correct number or is there more to it than that?
And do I need to redo the mesh for every LOD or should I just pick a better one?
Again, sorry for all the questions. I just really want to make sure I'm not totally screwing it up.
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Post by inabadromance on Feb 24, 2018 11:05:40 GMT -5
You should export each lod, individually modify them and import them back where they belong. that's the correct way.
for your particular project, you just need to remove the collar your don't want. number of meshgroups or their cut numbers shouldn't be touched at all.
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Post by kgirly19 on Feb 24, 2018 13:38:25 GMT -5
Okay, in my never-ending battle with meshing I got this sweet little message: Sims 4 Studio 1.2.0.7 (Candy Apple) S4Studio.Blender.Sims4StudioBlenderException: Exception of type 'S4Studio.Blender.Sims4StudioBlenderException' was thrown. at S4Studio.Blender.BlenderUtilities.RunBlender (System.String script, System.String blend, System.Boolean background, System.Boolean check_version) [0x002cb] in /Users/A/Desktop/S4S/TheS4Studio/S4Studio.Shared/BlenderUtilities.cs:232 at S4Studio.Blender.BlenderUtilities.ImportGeom (System.String custom_blend, System.String custom_geom, System.Int32 body_type, System.String cut) [0x00099] in /Users/A/Desktop/S4S/TheS4Studio/S4Studio.Shared/BlenderUtilities.cs:361 at S4Studio.ViewModels.CAS.CASLODItem.ImportMesh (S4Studio.Blender.BlenderUtilities blender_util, System.String blender_path) [0x0014b] in /Users/A/Desktop/S4S/TheS4Studio/S4Studio.Shared/ViewModels/CAS/CASLODItem.cs:194 at S4Studio.ViewModels.CAS.CASStandalone+<>c__DisplayClass71_0.<ExecuteImportMesh>b__0 () [0x0000d] in /Users/A/Desktop/S4S/TheS4Studio/S4Studio.Shared/ViewModels/CAS/CASStandalone.cs:417 at S4S.UI.Core.S4SWindow+<>c__DisplayClass10_0.<BeginLoading>b__1 () [0x00016] in /Users/A/Desktop/S4S/TheS4Studio/S4Studio.Mac/UI/Core/S4SWindow.cs:165
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Post by inabadromance on Feb 24, 2018 14:35:22 GMT -5
I don't have Apple so i can't help you with that. Have you done anything differently? Is there anything else you are doing apart of removing the collar... ?
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Post by kgirly19 on Feb 24, 2018 14:44:28 GMT -5
I tried removing part of the sleeve, but when it didn't work correctly I redid it with just the collar missing and I still got the same error. You think it has something to do with the fact I'm using a Mac?
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Post by Feyona on Feb 24, 2018 15:15:22 GMT -5
It has nothing to do with you using mac. If you get this message after importing edited mesh it means that you edited it incorrectly. You need to start over editing paying attention to details. When you mess up amount, cut number or something else with lods it's not uncommon to see an error in Studio. It just says that something was done incorrectly. Yesterday I t happened in my mesh that has 2 groups too. And there was no way to tell what went wrong because mesh looked fine to me. I just redid cuts process.
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Post by kgirly19 on Feb 24, 2018 23:44:09 GMT -5
So I think the problem is specific to this mesh. I've tried doing the same thing (removing a piece of the mesh) and it imports fine.... but this one is being difficult.
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