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Post by SZNS on Apr 20, 2020 1:00:27 GMT -5
hi everyone first off i'll start by saying, im so sorry for making so many threads on accessories ! trust me, I'll probably never try to make another accessory item ever again after today lol I've tried so many things! This transparency "method" as suggested to me in a different thread I made, I've tried putting it in the glasses category and changing the cut number of the chain that was once there (I made a version without the chain just to see if the chain was the problem, It was clearly not) Everything looks fine in blender & s4s and is going smoothly until I get in CAS and this pops up. I've tried literally EVERYTHING, Please help me :( My blend file is here and here is my package file
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Post by nouchcka on Apr 20, 2020 2:39:08 GMT -5
hi everyone first off i'll start by saying, im so sorry for making so many threads on accessories ! trust me, I'll probably never try to make another accessory item ever again after today lol I've tried so many things! This transparency "method" as suggested to me in a different thread I made, I've tried putting it in the glasses category and changing the cut number of the chain that was once there (I made a version without the chain just to see if the chain was the problem, It was clearly not) Everything looks fine in blender & s4s and is going smoothly until I get in CAS and this pops up. I've tried literally EVERYTHING, Please help me :( My blend file is here and here is my package file Hello again! Here is a solution that I don't think anyone told you about, try to open your necklace in Sims 4 Studio, go to the warehouse tab, choose your necklace (or necklace part that needs to have the black part removed)(The part(s) of your mesh should be named geometry in the warehouse) and then when you've selected what needs to be transparent, go to the data tab on the right and change the shader to simglass instead of SimSkin Hope this helps! I use this method to fix alpha hair!
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Post by mauvemorn on Apr 20, 2020 7:39:58 GMT -5
Here is a solution that I don't think anyone told you about, try to open your necklace in Sims 4 Studio, go to the warehouse tab, choose your necklace (or necklace part that needs to have the black part removed)(The part(s) of your mesh should be named geometry in the warehouse) and then when you've selected what needs to be transparent, go to the data tab on the right and change the shader to simglass instead of SimSkin Hope this helps! I use this method to fix alpha hair! This has been mentioned in the tutorial and they have already done that but for the wrong meshgroup it seems. About meshgroups and cut numbers: The reason some CAS items are made of multiple meshgroups is to tune each of them differently. The most common use is to assign different region types and layer values in Region map, which prevents CAS items from clipping into each other. This is the reason the necklace item you cloned to start this package has 2 meshgroups. In your case it should be done to assign different shaders to different parts of the mesh. Anyway, each meshgroup has a cut number. It is used to determine in what order imported meshgroups will replace original ones. A meshgroup with cut number 0000 from an imported blend file will replace an original meshgroup with cut number 0000 and so on For example, you clone glasses, export the blend file and see 2 meshgroups: lenses with cut number set to 0000 and a frame with cut number set to 0001. If you were to import your necklace in this package started from glasses, you would want to set the pendant's cut number to 0000 and the chain to 0001. Once you import this blend in the package, the pendant's shader will already be set to Simglass because lenses were tuned this way. But if you want to change the pendant's shader in your current package started from a necklace, you need first find in in the Warehouse tab. It would be second in the list of geometry because its cut number is currently set to 0001. Once you do, switch to Data tab and type Shader in the search bar on top, then change it to Simglass. However, once thing you should keep in mind is that the necklace has 2 meshgroups to not clip into collars. In Region map it is tuned to disappear the moment you put on an item with high collar and stay with items that have none/skintight collars. So if you will replace that tiny cube within the body with a chain, the necklace may interact with clothing in ways that you may not want. Also 1). Select the pendant, switch Shading to Solid, choose Vertex select and look at what is going on. All those black lines you are seeing are edges. This little pendant thing has almost 14k faces. Whichever way you added thickness to it, do not do it again like that; 2). Select everything with A, Tools - Remove doubles, set Merge distance to 0,01, this will merge all these vertices and bring it to the original. You might also rotate it ( press R 16 ) and move it a bit away from the body ( G Y 0,015 ) ; 3). Switch back to Object mode, add Solidify modifier, set thickness to 0,001 or 0,002, uncheck Fill rim ( you do not need side geometry for this at all), apply.
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Post by nouchcka on Apr 20, 2020 12:42:43 GMT -5
Sorry mauvemorn!
I didn't mean to lack respect! I just had to apologize
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Post by mauvemorn on Apr 20, 2020 12:55:48 GMT -5
@nouchcka that's not what i meant. I just wanted to point out that, while the suggestion is right, it did not work because it was done to the wrong meshgroup(most likely)
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Post by SZNS on Apr 20, 2020 15:40:59 GMT -5
Here is a solution that I don't think anyone told you about, try to open your necklace in Sims 4 Studio, go to the warehouse tab, choose your necklace (or necklace part that needs to have the black part removed)(The part(s) of your mesh should be named geometry in the warehouse) and then when you've selected what needs to be transparent, go to the data tab on the right and change the shader to simglass instead of SimSkin Hope this helps! I use this method to fix alpha hair! This has been mentioned in the tutorial and they have already done that but for the wrong meshgroup it seems. About meshgroups and cut numbers: The reason some CAS items are made of multiple meshgroups is to tune each of them differently. The most common use is to assign different region types and layer values in Region map, which prevents CAS items from clipping into each other. This is the reason the necklace item you cloned to start this package has 2 meshgroups. In your case it should be done to assign different shaders to different parts of the mesh. Anyway, each meshgroup has a cut number. It is used to determine in what order imported meshgroups will replace original ones. A meshgroup with cut number 0000 from an imported blend file will replace an original meshgroup with cut number 0000 and so on For example, you clone glasses, export the blend file and see 2 meshgroups: lenses with cut number set to 0000 and a frame with cut number set to 0001. If you were to import your necklace in this package started from glasses, you would want to set the pendant's cut number to 0000 and the chain to 0001. Once you import this blend in the package, the pendant's shader will already be set to Simglass because lenses were tuned this way. But if you want to change the pendant's shader in your current package started from a necklace, you need first find in in the Warehouse tab. It would be second in the list of geometry because its cut number is currently set to 0001. Once you do, switch to Data tab and type Shader in the search bar on top, then change it to Simglass. However, once thing you should keep in mind is that the necklace has 2 meshgroups to not clip into collars. In Region map it is tuned to disappear the moment you put on an item with high collar and stay with items that have none/skintight collars. So if you will replace that tiny cube within the body with a chain, the necklace may interact with clothing in ways that you may not want. Also 1). Select the pendant, switch Shading to Solid, choose Vertex select and look at what is going on. All those black lines you are seeing are edges. This little pendant thing has almost 14k faces. Whichever way you added thickness to it, do not do it again like that; 2). Select everything with A, Tools - Remove doubles, set Merge distance to 0,01, this will merge all these vertices and bring it to the original. You might also rotate it ( press R 16 ) and move it a bit away from the body ( G Y 0,015 ) ; 3). Switch back to Object mode, add Solidify modifier, set thickness to 0,001 or 0,002, uncheck Fill rim ( you do not need side geometry for this at all), apply. So it seemed to have gotten rid of the black background but now theres a brown-ish border at the bottom of the pendant plus the texture looks super distorted. blend & package
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Post by mauvemorn on Apr 20, 2020 16:28:11 GMT -5
You did not use the same value for Merge distance. Re-do all of this to s4studio_mesh_2 1). Select the pendant, switch Shading to Solid, choose Vertex select and look at what is going on. All those black lines you are seeing are edges. This little pendant thing has almost 14k faces. Whichever way you added thickness to it, do not do it again like that; 2). Select everything with A, Tools - Remove doubles, set Merge distance to 0,01, this will merge all these vertices and bring it to the original. You might also rotate it ( press R 16 ) and move it a bit away from the body ( G Y 0,015 ) ; 3). Switch back to Object mode, add Solidify modifier, set thickness to 0,001 or 0,002, uncheck Fill rim ( you do not need side geometry for this at all), apply.
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Post by SZNS on Apr 20, 2020 17:31:40 GMT -5
You did not use the same value for Merge distance. Re-do all of this to s4studio_mesh_2 1). Select the pendant, switch Shading to Solid, choose Vertex select and look at what is going on. All those black lines you are seeing are edges. This little pendant thing has almost 14k faces. Whichever way you added thickness to it, do not do it again like that; 2). Select everything with A, Tools - Remove doubles, set Merge distance to 0,01, this will merge all these vertices and bring it to the original. You might also rotate it ( press R 16 ) and move it a bit away from the body ( G Y 0,015 ) ; 3). Switch back to Object mode, add Solidify modifier, set thickness to 0,001 or 0,002, uncheck Fill rim ( you do not need side geometry for this at all), apply. I redid it and it looks exactly the same...
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Post by SZNS on Apr 21, 2020 19:54:34 GMT -5
bumping for help :/
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Post by mauvemorn on Apr 22, 2020 6:09:14 GMT -5
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Post by SZNS on Apr 30, 2020 14:12:53 GMT -5
Your video was so helpful thank you so much for it! I'm sorry for the lateness I've been moving so I haven't gotten the chance to work on the necklace . I have the black border in the back of the chain in CAS but everything else is good from there, I checked in S4S and the pendants shader is SimGlass . heres my Package and Blend
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Post by mauvemorn on May 1, 2020 9:47:38 GMT -5
The black border was because the uvs and the texture did not align. I also edited Region map, so now meshgroups will not disappear upon interaction with collars. New package
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Post by SZNS on May 2, 2020 19:54:47 GMT -5
The black border was because the uvs and the texture did not align. I also edited Region map, so now meshgroups will not disappear upon interaction with collars. New packagethank you so much for your help!
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