Post by mintymoonsims on Oct 6, 2019 5:06:43 GMT -5
So it's time I get a pro in UV_1 mapping, weight paints and such since all my CAS are missing one essential thing.
They won't move when sliders are used in game. They simply mold in the sim itself. It seems I am doing something wrong with UV_1 mapping, weight painting and/or vertex painting.
I tried to follow the tutorials again and started with UV_1 mapping. Since I never got that to work.
I made a couple spiders to go on the face. Marked all the seams and unwrapped a UV. I exported a CAS mesh, opened up the blender file, deleted the original mesh and copy-paste my spiders on the sim. I fitted the spiders on the face. and started following the UV tutorial 'Elia’s Quick Sims 4 UV_1 Help Mini Tutorial '. But When I click apply nothing seems to happen. I don't see any vertex groups added to my mesh. Maybe I'm not using the right tutorial for my item? Since its not a garment. Or I used the wrong CAS item?
First, no vertex groups will be added since that is used for weights in the sims 4 making process. Second, in your case the uv_1 map (and weights) should be transferred from head meshgroups found in rig. Third, make sure to vertex paint the mesh with the right color, without it the mesh will not morph. I don't remember if the head is painted with 00FF00, probably yes
select your spiders, create a uv_1 map by clicking on + icon, add Data transfer modifier, choose head as Source object, set it like this, apply
Post by mintymoonsims on Oct 7, 2019 3:15:55 GMT -5
What exactly will change? Here is my new file: www.simfileshare.net/download/1394425/ Also added the vertex paint 00FF00 and weight paint (weight paint using a mask) but it still isn't moving with the sliders.
Post by mintymoonsims on Oct 11, 2019 10:27:05 GMT -5
Sorry for the late reply! work and stuff. Also, thank you for looking into it!
I still don't see any UV differences from my version and yours though. Also tested it in game and the lowest spider seems to work a little better with mouth sliders. But when using any cheek sliders the spiders still go into the cheek instead of with it.
Also I don't think I used teeth as the original mesh. I used a beard. Just set the categorie to teeth for a moment since I still wanted to be able to use jewelry with the spiders.
Same goes for the placing of the texture which you changed. But my placing still wasn't correct. I thought it was a unused piece but it was used by clothing. Maybe I could use the glasses part.
you seem to be looking at something else. a uv_0 map projects a texture on a 3D mesh surface, a uv_1 map defines how the mesh will deform in the process of adjusting body parameters in CAS. the first frame is from your original file. No uv_1, uv islands in the uv_1 map are not adapted to 2:1 ratio and are in the wrong place the second two are from edited version
As for morphing, I found that only one cheekbone slider does not affect the mesh. I re-did the uv_1 map using projection, which means it would morph just like the cheek underneath, still no effect. Re-painted it with 007F00, no effect. I guess this is the type of slider that is not meant to affect accessories because no maxis accessory is placed in this region close enough to clip into cheekbones. If you're going to make it into glasses, keep in mind that glasses have two meshgroups one of which has a different shader to enable transparency.
Post by mintymoonsims on Oct 11, 2019 13:36:15 GMT -5
Ah. Good to know I cannot change that. I still had the same problem with my necklaces though. Which is why I felt I needed to get better at understanding UV mapping and such and made this post. The necklaces fade into the chest when sliders are used. But I'm gonna redo them with the UV_1 map help I got here and see if that makes any difference. I have seen enough necklaces that work properly so I must be doing something wrong there.
If you are having problems seeing the CAPTCHA, please clear your browser's cache and cookies and ensure that you do not have any browser addons or extensions that interfere with the display of the CAPTCHA. Then, close the CAPTCHA window and click on the register button to open the CAPTCHA again.