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Post by manutag on May 20, 2019 9:15:59 GMT -5
Hello my dears, I need your help, I don't know what to do. I made a spectacle frame for the whole weekend. I took a pair of EA glasses and made half moon glasses out of it - fitting Professor Dumbledore. Everything looks good in Blender, everything looks good in the Sims4Studio. Well and in the game appear only the lenses but not the frame :( The .package file of this version: www.dropbox.com/s/q9flogcb8w0fc3p/MausiTag%20Dumbledore%20Halbbrille.package?dl=0Then I tried it with another pair of glasses from EA, I exported my glasses as a. Obj, in the other. Package inserted, everything adjusted so that it looks right, saved and viewed in the game. Everything is fine here in Blender too, everything is alright in the Sims4Studio. In the game, the glasses are halfway back in the head and the glasses are shifted to the left. The .package file of this version: www.dropbox.com/s/ptj9npmj60x91g2/Brille%20EA.package?dl=0What am I doing wrong? Thanks a lot
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Post by minimonster on May 20, 2019 17:15:52 GMT -5
Hi There manutag ! I downloaded your .package, and saw a couple of things that may be contributing to your problems. First and foremost, and this is something that I learned myself relatively recently, is Vertex Paint. The Sims 4 engine looks for a certain vertex color (not weight paint color) when applying CAS items to a Sim - the color green (hex number 007F00), which can be applied easily be choosing the Vertex Paint option from Blender's menu choices at the bottom, then pasting the hex number into the color box option that comes up when you click on the (white, I believe) square that appears in the center menu option with Vertex Painting on. Then all you need to do is choose from the named menu options at the bottom Paint | Set vertex colors (shift K). It is much easier to see if you change the shading in Blender to 'Multitexture' from GLSL. That is only part of the problem, though. I have used glasses a lot for various headwear over time, and know in general what I am supposed to be seeing with various cuts. Not only do your items have some very strange bones assigned to them, but also most glasses that I have used have the two cuts for LOD_0 and LOD_1, then go down to only one cut for LOD_2 and LOD_3. When I have tried to take shortcuts with glasses clones by simply importing the same model for LODs 1, 2 & 3 I have encountered issues with the additional cut (usually the lenses) when viewed from a distance. You can see which part(s) of your mesh are weighted to which bone(s) by choosing Weight Paint from the bottom menu, then highlighting the various listed bones on the right menu for Vertex Groups. Your frames, for example, are completely weighted to b__R_ThighTwist__ when they really *should* be weighted to b__Head__ , and your lenses are weighted to b__L_ThighTwist__... While it may sound tedious, it would be well worth your time to make a new, fresh clone of a pair of glasses, append your already existing exported meshes, then re-weight paint them all. I hope this helps! Cheers!
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Post by manutag on May 21, 2019 8:23:23 GMT -5
Oh, thank you for your feedback. Unfortunately, for the most part, I do not really understand what I did wrong, but I'm still too much of a beginner. For objects, it works well now, even with the creation of new objects but this was my first attempt at CAS. At some point, but I will certainly come behind it and then understand better what you meant exactly. I'm probably missing some intermediate steps to use the specific color at Vertex Paint, it happens to me when I go to Vertex Paint, choose a color and go over a range nothing at all. But as I said I'm still learning Basically, I had only taken one eyeglass frame. There I then cut the lens and then inserted a cube to represent the upper temple. Now I've started again from your tip. I once again took glasses from EA, I cut the glass and this time I did not remove the frame and replaced it but deformed it. At first I did it with 1 glass and looked like it looks like in Sims4Studio. Everything looked good. Then I did it with the second glass and the second half of the glasses and I get back just poo :( Now I get both in Sims4Studio and in the game the glasses and the frame displayed. However, he does not accept the changes to the framework partout. The glass is cut and therefore small, the frame remains round and large. I have compared the two blender files of original and my editing but except the Z coordinates of individual points, I have changed nothing on the frame, absolutely nothing. Half done in Blender and S4Studio Final in Blender Final in Studio and Game The original LOD0.blend: www.dropbox.com/s/x59k1z7tc5xwqt9/Lod0.blend?dl=0The half done version: www.dropbox.com/s/gerhrbhwvktnk6v/2Lod0.blend?dl=0The final version: www.dropbox.com/s/kqv6ovtai4sg4y6/3Lod0.blend?dl=0I really do not understand where the problem is. Right part was processed the same as left. The individual points were marked and set to a certain Z value. That's all. If it worked in this way at least then I could try in a second step to move the glasses again. They should sit a little further on the nose like reading glasses.
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Post by minimonster on May 21, 2019 9:14:35 GMT -5
Hi manutag . Today I Learned that different Sims 4 glasses are made differently. I was accustomed to using a pair of glasses for my glasses-based CAS items that had 2 cuts for LOD_0 & LOD_1, but then had only one cut (meaning the lenses were joined to the frames or eliminated altogether) for LOD_2 & LOD_3. I found the pair that you have been working on and cloned them myself, and the have all of the same 'specs' (English pun) as the .package that you originally uploaded. I cannot figure out why (other than laziness/sloppiness on the part of the Official team) that the odd bones were left in for the item (breast & thigh ? WTF), however on checking the weight painting in Blender it shows that those bones are not mapped to the mesh(es) at all anyways... Myself, it was at least a year of making S4 CC before I even considered doing something CAS-related. I understand your uneasiness about CAS items very well! However, I cannot understand why your newly-made LOD_3 behaves the way that it does. (NVM, I *just* figured out why) With your new LOD_3, the s4studio_mesh_2 had the little 'cursor' unchecked. I enabled it, imported it into my clone, and it is as you wanted! So, definitely do that before losing any more hope! The vertex painting looks Great (although the lenses in my exported new clone have blue for the lenses, but no matter there, it is as it should be for these). I would recommend that you re-apply the weight painting, though, as there is a huge difference between your mesh and the newly cloned exported mesh in colors. However, to help ensure that you are not wasting your time and would need to do this once again, you should move your frames into the desired position *before* re-applying the weight painting (rotate by Y axis, then adjust for the placement change with Y & Z). Other than all of that noise, you are Very Close to having the perfect Dumbledore spectacles! I am still learning new things that are necessary to do while working with CAS items, even after almost three years of doing them! Do not lose hope!
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Post by manutag on May 21, 2019 10:18:32 GMT -5
That's it. You're my hero!
The only reason was this litte cursor ... unbelievable.
Know I moved the glasses to their end position and everything shows up in game. Ok it's not 100% perfect cause the lenses doesn't sit perfect on their place but hey they're visible ... and nobody will look so close except in the CAS mode. I will try a few things to see if they'll fit afterwards ... if not ... ok than I will use it like it is now.
1000 thanks to you and I try to not figure it up :D ... it's hard. I've in a fight with big big objects like the knight bus or dobby ... I've both as a 3d model, I've both imported to blender but both won't show up correctly in S4Studio or the game ... so try and error, try and error and so on.
I have never worked with Blender or 3 D objects until a few months ago. Image editing is not a problem but everything else is difficult. For this I have a mental disability which limits my ability to concentrate and memory. It's a huge fight for me. I do not understand most video tutorials at all, because I can not follow this speed and need written tutorials and even with these I need a lot of experiments until it works and I understand it, but once I understand it, it sits. In addition, I suffer from depression. Working with objects and creating my own Harry Potter world in Sims4 are therapeutic for me, but if I can not solve a build problem, nowhere to find a tutorial or the solution to a similar problem will unfortunately sometimes cause that I feel worse. Then I have to start other projects and hope to complete them successfully. But old projects never go out of my head. I only hope to gain more experience over time and to be able to deal with it better.
With Blender there are so many possibilities and alone such a small cursor can decide about well-being and woe, that it is enormously difficult for me. I had also compared everything but the small cursor I did not notice at all. Now I know that they too can be decisive.
At the Knight bus, I have at least managed that the bus itself appears in the S4Studio but there are gaps everywhere that do not belong there and in which I do not know how I can insert the texture from the outside. The discs are not permeable (but I see that as another problem, because I have to deal with transparency) and Dobby I am missing in Maya 1 extension, so everything does not appear as it should and I lack textures. At the end I have in Dumbbys Blender 3 which I have to move into each other .. that's still possible but the lack of texture makes me more difficult and the fact that none of it really appears in S4Studio.
But there have already been successes that I have to present here - they are currently not available for download. I have various magical animal beings and others. created a bowtruckle and pygmy puffs with which I am very satisfied.
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