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Post by collin2 on May 16, 2020 19:22:06 GMT -5
I made a hair mesh without UV1 and without painting the vertex colors BUT the game changes the mesh shape when I'm using sliders. I don't know how to fix this. I imported the mesh back to blender and seems studio was doing an auto vertex painting since the mesh was green but there's no UV1.
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Post by annabluu on May 16, 2020 20:35:20 GMT -5
hello collin2 ! can you please share a photo or video of the problem? i'll also need you to share your package and blend files. the reason the game changes the mesh shape is probably due to the uv_1, you need this in order for it to work properly. s4s may automatically vertex paint your mesh, but you need to manually create the uv_1. try referring to this and this tutorial. if your problem still consists, share the updated files.
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Post by collin2 on May 16, 2020 22:42:22 GMT -5
There's no UV1 in the blender file, only UV0. The mesh distorts in the head area when the sim gets fat. I had cloned a piece of the head before (using the RIG section in blender). I think the cloned part came with a uv1. I identified the problem, deleted the uv1 and imported the mesh containing only UV0 back to Sims4Studo. But it seems studio ignores that the new mesh has no uv1 since the game keeps expanding the hair when the sim gets fat. I even replaced all my geoms using s4pe to a random game default but the problem persists.
I'm not with my PC now. I hope this additional info helps you help me. Thanks.
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Post by collin2 on May 16, 2020 22:46:26 GMT -5
The most weird thing is that I'm using an older version of blender. It doesn't have the "DATA TRANSFER" modifier. I don't know how the mesh created an UV1 by itself, that's why I think studio did. But the actual file I'm working on there's no UV1 at all.
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Post by jay01400 on May 16, 2020 23:03:23 GMT -5
I have both sims 4 studio 3.1.3.3 installed and I have bender 2.70 installed but it's like every time that I try to import something, this post comes up and when i try to put the error in google I cannot find anyone else with the problem. Everything is fine in blender when I am making a mesh, but everytime I try to put it into s4s, this always pops up could someone please help me!!!
The Sims 4 Studio - Version 3.1.3.3
System.AggregateException: One or more errors occurred. ---> S4Studio.Blender.BlenderException:
File "<string>", line 1, in <module>
File "<string>", line 14, in <module>
File "C:\Users\[UserName]\AppData\Roaming\Blender Foundation\Blender\2.70\scripts\addons\s4studio\buybuild\blender.py", line 393, in save_lod
save_mesh(blender_mesh, m, new_mesh, geometry_state)
File "C:\Users\[UserName]\AppData\Roaming\Blender Foundation\Blender\2.70\scripts\addons\s4studio\buybuild\blender.py", line 279, in save_mesh
pos_scales = calculate_pos_scales(total_mesh_bounds, max_pos_size)
File "C:\Users\[UserName]\AppData\Roaming\Blender Foundation\Blender\2.70\scripts\addons\s4studio\buybuild\geometry.py", line 38, in calculate_pos_scales
extremes = [math.ceil(max([abs(x) for x in extremes]))] * 3
OverflowError: cannot convert float infinity to integer
at S4Studio.Blender.BlenderUtilities.RunBlender(String script, String blend, Boolean background, Boolean check_version)
at S4Studio.Blender.BlenderUtilities.ImportMlod(String fileName, String mlod, String rig, String state)
at S4Studio.ViewModels.ObjectLodItem.ImportMesh(BlenderUtilities blender_util, String blender_path)
at S4Studio.ViewModels.ObjectLodItem.<>c__DisplayClass49_0.<ImportMesh>b__0()
at System.Threading.Tasks.Task.InnerInvoke()
at System.Threading.Tasks.Task.Execute()
--- End of inner exception stack trace ---
---> (Inner Exception #0) S4Studio.Blender.BlenderException:
File "<string>", line 1, in <module>
File "<string>", line 14, in <module>
File "C:\Users\[UserName]\AppData\Roaming\Blender Foundation\Blender\2.70\scripts\addons\s4studio\buybuild\blender.py", line 393, in save_lod
save_mesh(blender_mesh, m, new_mesh, geometry_state)
File "C:\Users\[UserName]\AppData\Roaming\Blender Foundation\Blender\2.70\scripts\addons\s4studio\buybuild\blender.py", line 279, in save_mesh
pos_scales = calculate_pos_scales(total_mesh_bounds, max_pos_size)
File "C:\Users\[UserName]\AppData\Roaming\Blender Foundation\Blender\2.70\scripts\addons\s4studio\buybuild\geometry.py", line 38, in calculate_pos_scales
extremes = [math.ceil(max([abs(x) for x in extremes]))] * 3
OverflowError: cannot convert float infinity to integer
at S4Studio.Blender.BlenderUtilities.RunBlender(String script, String blend, Boolean background, Boolean check_version)
at S4Studio.Blender.BlenderUtilities.ImportMlod(String fileName, String mlod, String rig, String state)
at S4Studio.ViewModels.ObjectLodItem.ImportMesh(BlenderUtilities blender_util, String blender_path)
at S4Studio.ViewModels.ObjectLodItem.<>c__DisplayClass49_0.<ImportMesh>b__0()
at System.Threading.Tasks.Task.InnerInvoke()
at System.Threading.Tasks.Task.Execute()<---
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Post by mauvemorn on May 17, 2020 2:38:14 GMT -5
collin2 as I understand, you want the mesh to not morph at all? Just vertex paint it with black ( hex code 000000)
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Post by collin2 on May 17, 2020 11:41:54 GMT -5
Hello Mauvermorn. You're right. I want no morph. I tried to vertex paint it like you said but it seems Studio didn't get the new info from the blender file since the mesh was morphing. I made a new package and imported things to it again. Now it's working the way it should. Thanks guys.
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Post by mauvemorn on May 17, 2020 12:26:14 GMT -5
Interesting, must have been a bug from the very beginning
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