gnerdsimmer You can pretty much convert anything to an accesory. You will only need to modify the uv map to show in that correct area and ajust the weights. In some cases also make a uv_1. But if you give more details of what you're trying to achieve we can help you better.
Please do not PM me to help you with your creating problems. You can post in the Creators Help so everyone can see the problem and solution.
Post by orangemittens on Jan 31, 2017 19:08:16 GMT -5
Hi gnerdsimmer, there is a tutorial HERE that shows how to make an item that has the bone assignment you want. Take a look at that and if you run into questions, please feel welcome to post in that thread with them.
Please help other creators find Sims 4 Studio and receive the help you received by mentioning Sims 4 Studio with your downloads :)
Please do not PM me with meshing questions. Post in the Creator Help forum and I will answer you there.
I've just started using blender and aah bless you for this tutorial. I've run into a problem though (which might have a very simple solution since I'm a noob, heh). When trying out step 14/15, there was not a "face" that's directly on the green line. The green line hit the border between two faces. I decided to go on with it anyway, but now that I've reached the step where I scale down my UV thingy to 50%... it does not have two circles - it looks like this instead ;-|
Last Edit: Feb 3, 2017 11:02:31 GMT -5 by cafesinner
I'm editing someone else's mesh for personal use. here's what I'm doing...
the mesh is a set of wings. the texture is already applied, and I exported it. then I changed the texture two more times and exported it each time. so now I have three sets of the same wings each with their own textures. I put all three sets into one, moving them in the desired positions so now there are three pairs of wings on the rig's back. I then joined all three of these meshes, and they still have their own textures. of course, when I import this new mesh into s4s, all three pairs take on only ONE texture. I read the second part of this tutorial, but I'm not sure how I can create the UV map for this mesh where each wing retains the textures I gave them. how would I go about doing this?
If everything that can happen happens, then you can never really do the wrong thing. You're just doing what you're supposed to.
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