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Post by Deleted on Dec 16, 2018 17:00:12 GMT -5
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Post by menaceman44 on Dec 16, 2018 17:40:56 GMT -5
This is a weight paint issue. You will need to seperate your mesh from the Sim body and delete all weight paint data. Do a weight transfer on your mesh only. Do NOT transfer weights to the parts of the mesh originally from TS4. They are already correct and doing a transfer on them could mess them up. When you have done the weight transfer, rejoin your mesh and import back into Studio and see how it works in game. Check out this tutorial> sims4studio.com/thread/81/weight-transfer-blender?page=1You may also need to vertex paint your mesh the correct colour. Follow this tutorial for that> sims4studio.com/thread/2479/vertex-paint-sims-4-mesh
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Post by Deleted on Dec 16, 2018 17:45:14 GMT -5
oh. well. the outfit mesh is apart of the body...(arms, chest,stomach,thighs)
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Post by bmso85 on Dec 16, 2018 18:00:31 GMT -5
I know this is going to be a pain to do but what he is saying is that all of the vertex groups that came with the mesh you converted have to be deleted. When you imported your mesh into blender both the cloned mesh and your mesh you are converting had vertex groups. Like this. The image above is an imported xps mesh that I imported into blender. In the image I circled the vertex groups. In order to get rid of the vertex groups with the exsisting xps mesh you need to press the arrow under the plus and minus sign and hit delete all groups. Though you can fix your exsisting project easily without having to start from scratch. In your current project, delete all vertex groups and append the original cloned mesh you used to make your conversion. Delete the rig 001 since you won't be needing it. Highlight the appended clone mesh, shift and highlight your mesh then go into weight paint. Select the vertex by name and it should automatically pop up with replace all. Don't worry about nearest face or vertex since they are essentially the same. Then hit clean, all groups and save. You only need to have the vertex group of the cloned mesh otherwise it will become deformed and at times will crash your game.
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Post by Deleted on Dec 16, 2018 18:18:45 GMT -5
I know this is going to be a pain to do but what he is saying is that all of the vertex groups that came with the mesh you converted have to be deleted. When you imported your mesh into blender both the cloned mesh and your mesh you are converting had vertex groups. Like this. The image above is an imported xps mesh that I imported into blender. In the image I circled the vertex groups. In order to get rid of the vertex groups with the exsisting xps mesh you need to press the arrow under the plus and minus sign and hit delete all groups. Though you can fix your exsisting project easily without having to start from scratch. In your current project, delete all vertex groups and append the original cloned mesh you used to make your conversion. Delete the rig 001 since you won't be needing it. Highlight the appended clone mesh, shift and highlight your mesh then go into weight paint. Select the vertex by name and it should automatically pop up with replace all. Don't worry about nearest face or vertex since they are essentially the same. Then hit clean, all groups and save. You only need to have the vertex group of the cloned mesh otherwise it will become deformed and at times will crash your game. Is this what it's supposed to look like? And where is the vertex by name???? Edit: Okay i clicked transfer weights and i don't know what to do with the vertex button and the clean option isn't clickable
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Post by Deleted on Dec 16, 2018 19:20:00 GMT -5
ok. i pretty much messed it up real bad and i don't want what i am doing. now the mesh has included the t pose and i am so bewildered right now. i think i need to start over. :(
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Post by Deleted on Dec 16, 2018 19:26:08 GMT -5
I need as much help as possible, cause it's my dream to have my fav video game character's meshes in the game as possible. I will give out the mesh/package file as well. package
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Post by bmso85 on Dec 16, 2018 20:45:14 GMT -5
@mooneonnature I've managed to fix your weighting issues but I noticed a few things that you can improve on later. First of all when you are working with a mesh that has nude parts underneath, you just delete the nude parts underneath and leave the sim's nude underneath. Here is your package back as well. Though the best thing I can say is to refit the mesh to a nude part for the top and bottom half since your sim's hand is deformed and this is not due to weighting, it is due to the hand not being fitted properly. Your package file
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Post by Deleted on Dec 16, 2018 21:48:29 GMT -5
@mooneonnature I've managed to fix your weighting issues but I noticed a few things that you can improve on later. First of all when you are working with a mesh that has nude parts underneath, you just delete the nude parts underneath and leave the sim's nude underneath. Here is your package back as well. Though the best thing I can say is to refit the mesh to a nude part for the top and bottom half since your sim's hand is deformed and this is not due to weighting, it is due to the hand not being fitted properly. Your package fileThank you but this lots of things... His waist is somewhat fat and that is not his physique and his arms are thinner then usual
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Post by Deleted on Dec 16, 2018 23:49:33 GMT -5
yea um im just gonna stop making cc. my brain cannot process anything, i can't really understand anything and i guess i have better things to do ;\
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Post by bmso85 on Dec 17, 2018 2:30:29 GMT -5
Don't give up just take your time. Not everything has to be perfect on your first go.
I only fixed the weights on your mesh, I used the male swim suit to copy the weights since you had a full body mesh in the first place.
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Post by menaceman44 on Dec 17, 2018 7:28:40 GMT -5
Don't give up. What I might suggest though is to try something simpler to begin with, understand the very basics of what is needed for a Sims body mesh to work correctly, and then work your way back up to this project.
Things to bear in mind: Any mesh you import into the game MUST have the same number of groups as the original mesh you exported from Studio to use as a base. You must make sure your groups are named correctly. This is usually studio_mesh_0 for the first group and then increase the number by 1 for each additional group. If you are creating clothing that covers some of the Sims body and the skin parts will never be seen in game, delete them from the mesh. Leaving them in just creates extra work for your game. You must perform a weight transfer so that your mesh knows how to behave with the skeleton.
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Post by Deleted on Dec 17, 2018 15:07:35 GMT -5
okay okay, please tell me how to fix the torso overlapping and the arms being slimmer than my sim's actually physique?
i just gave up cause i had a choice to go out and hang out with my family during the weekend and i just stayed home working on this mesh. sick with my eyes straining from the monitor.
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Post by Deleted on Dec 18, 2018 18:22:13 GMT -5
ok bye thank you
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Post by Zelrish on Dec 20, 2018 4:28:04 GMT -5
@mooneonnature Please take into account I checked your last package before giving this feedback.
The physique deformation is because you didn't do your uv_1 (using the uv_0 for the uv_1 cannot work) So you have a properly deforming uv_1 for the original sim parts that you kept but EVERYTHING else has a wrong uv_1 which lead to wrong deformation when using the sliders. On the other hand, the arms should have normal functioning sliders so you can set their thickness as you wish in CAS. Use this tutorial to fix your UV_1. Second point: You have 0 weight painting on the mesh, it was posted before but follow this tutorial to redo the painting. I would also advise you to reimport the sim body parts from a naked sim as the weights are gone from the EA naked body as well in your package. So, to summarize: first, delete the EA sim body part of your current mesh. Then do the transfers (weight and uv_1)for all your piece (all those armors piece etc.) and finally reimport an EA sims' body, make it fit your mesh as you did by deleting unnecessary geometry and that will be it.
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