|
Post by skeletalcowplant on Nov 15, 2021 0:11:46 GMT -5
I'm extremely new to S4S & Blender, so forgive me if I miss some things or don't know a whole lot. I've been working on my first piece of CC, a child to adult conversion of the strawberry necklace. I can import all the other meshes onto the LODs fine, but on LOD 0 the original child-size mesh is still there, inside the model (where it would be positioned on a child) . As far as I can tell, the issue is not with the .blend file, just with the package on s4s. imgur.com/sHVgob8 (Screenshot link, I can't figure out how to upload images onto a forum post, sorry.)
|
|
|
Post by Fwecka (Lolabellesims) on Nov 15, 2021 4:53:20 GMT -5
Share your package and blend files. Possibly it's a cut number issue.
|
|
|
Post by skeletalcowplant on Nov 15, 2021 16:31:30 GMT -5
Share your package and blend files. Possibly it's a cut number issue. I did check just now and the cut was set to 0001, so I set it back to 0000 because I've heard that's what you're meant to do, but it didn't fix the issue. I've tried creating CAS standalone & creating 3D mesh in S4S.
|
|
|
Post by mauvemorn on Nov 15, 2021 16:50:45 GMT -5
|
|
|
Post by skeletalcowplant on Nov 16, 2021 1:03:32 GMT -5
Thank you, it seems to have helped. I don't know why it didn't before because it was set to the correct cut the first time I put together the mesh. A quick question, is it important that the new mesh show up on each LOD? It did before, but now that I changed the cut it isn't. Sorry to ask so much. The original mesh only had two groups so I just labeled them accordingly on the new one.
|
|
|
Post by mauvemorn on Nov 16, 2021 1:30:32 GMT -5
When a part of the item needs to have a different shader assigned to it or interact with other items in a specific way, it is separated from the rest of the mesh and tuned differently. In the package these parts are called Geometry, you can see a number of them in the warehouse tab. When you export them from the package, s4s assigns numbers to them. The first Geometry gets 0000, the second one 0001, and so on. Before importing the blend back, you need to make sure that these numbers correspond. You need the custom part in the calf area to replace the original part in the calf area so that it gets the tuning meant for calves, and so on. So whatever that has 0000 will replace the first geometry, 0001 the second, and so on.
My point is: clone an item that is similar to yours, export the blend, split yours the same way and assign corresponding cut numbers. Do this for each lod.
|
|
|
Post by skeletalcowplant on Nov 16, 2021 20:57:00 GMT -5
When a part of the item needs to have a different shader assigned to it or interact with other items in a specific way, it is separated from the rest of the mesh and tuned differently. In the package these parts are called Geometry, you can see a number of them in the warehouse tab. When you export them from the package, s4s assigns numbers to them. The first Geometry gets 0000, the second one 0001, and so on. Before importing the blend back, you need to make sure that these numbers correspond. You need the custom part in the calf area to replace the original part in the calf area so that it gets the tuning meant for calves, and so on. So whatever that has 0000 will replace the first geometry, 0001 the second, and so on. My point is: clone an item that is similar to yours, export the blend, split yours the same way and assign corresponding cut numbers. Do this for each lod. Do you need to export each individual LOD mesh from the original .package and edit it in Blender?
Looking in warehouse, the original item has no Geometry parts whatsoever. I can see in my new mesh it has them under warehouse but the original, made by EA, doesn't. (I don't know if this changes anything, but my .package is simply a CF to AF necklace conversion)
|
|
|
Post by Fwecka (Lolabellesims) on Nov 16, 2021 22:39:56 GMT -5
CAS packages can be weird. Sometimes, the only way to get the geometry resources and/or the texture resources to show up in the Warehouse is to export the mesh (or texture) and then immediately reimport the same mesh (or texture). What Mauvemorn was explaining were just things you need to know in general. Many times, a CAS mesh or an object mesh will be split up into more than one mesh group because one mesh group needs a specific shader (e.g. part of the mesh needs to be transparent in the game) or a mesh group needs to be tuned in a special way to fulfill a certain purpose (e.g. pants being tuned to work with high boots). Necklaces have two mesh groups: the necklace, itself, and that weird square that's hidden inside the sim's chest. I do not know what that box is for. mauvemorn do you know? The child's strawberry necklace has a cut number of 0001 and the little box is 0000. If you made a mesh from scratch and you wanted to replace an EA mesh with your mesh you need to make sure the cut numbers match the EA cut numbers of whatever you cloned for your final package. In your case, you're just converting a child's necklace to an adult, right? So, export all of the LODs of the child's necklace (there are four), export all of the textures, as well: diffuse, shadow, specular, normal (bump map). Clone an adult necklace, export all of its LODs. Open the adult necklace LOD 0 in Blender. Append the child's LOD 0 (File > Append > navigate to the LOD 0 > Object > hold shift and select s4studio_mesh_1 and s4studio_mesh_2 > Append from Library). If you get an extra rig—it will show up as rig.001—right-click it and choose delete. A rig is needed for animation so it's important but you should not have two. Delete the bone_bone_shape that will more than likely get appended, as well. Delete the adult necklace you cloned. You can keep the box thing since it's already located where it should be and just delete the box thing that came with the child's necklace. Select the child's necklace and use G to move it upward and Z to constrain your movement to the Z-axis. You can enter edit mode and press S to resize the necklace. R to rotate. When rotating, it helps to be in right view mode (Numpad 3) or left view mode (Ctrl + Numpad 3). Get the necklace into the position you want and the size you want. Make sure the necklace is assigned the same cut number as whatever you cloned for your final package. Probably the necklace will be 0001 and the box thing 0000. Save your file. This is your LOD 0. To make the lower LODs you can reduce the polycount of the LOD 0 using decimate, which will wreck the topology so be aware of that, or enter edge-select and use shift + Alt to select edge rings, then X > dissolve edges to get rid of edge rings. If you choose to do the above, then delete the rig and all of the body parts within the rig. Delete the box thing, too. All that should be left in Blender is the necklace that you've resized and repositioned. Reduce the polycount as explained above, then save. This will be your LOD 1. Reduce the polycount some more. Save. This will be LOD 2. Repeat for LOD 3. Close Blender and reopen it or start a new scene. Open the adult necklace LOD 1. Delete the necklace. I don't think there will be a little box for LOD 1, LOD 2, or LOD 3. If there is, keep it. Append the child's LOD 1 that you made. If an extra rig and/or bone_bone_shape are appended delete them. Your child's necklace should already be the right size and in the right position. Give it the same cut number that the adult necklace had. Probably, it's 0000. Do the same for the other LODs. Alternatively, you can just open the Adult LOD 1, delete the necklace, append the child's LOD 1, then resize and reposition the child necklace, assign the correct cut number, then save. Repeat for the other LODs. I don't like this method because it's hard to get the necklace the same size and in the same position as your LOD 0. You will need to adjust the shadow texture. This texture is used so that it looks as if the necklace is casting a shadow onto the sim's neck. It keeps things looking 3D instead of 2D. You can read more about it here and here but if you have more questions don't hesitate to ask! Import your LODs, import the diffuse, specular, bump map, your edited shadow, make whatever adjustments to the catalog tags. Done!
|
|
|
Post by mauvemorn on Nov 17, 2021 2:07:18 GMT -5
They are not weird and there is no need to re-import them, the geometry or texture resources are just not included right away, they are referenced. The new item is using (referencing) the resources from the original item, this way the file weights less. You can include all referenced resources with Tools - Modding - Embed externally referenced resources, but it is unnecessary. When you will export the lod0-3, you’ll see them in blender. When you will import them back, they will appear in the warehouse. Then the package will not need the original. You can preview how many meshgroups the item has with CAS preview cheat but you will have to count them and it is not practical. Just clone items that are shaped the same way as yours. For example, you are making a baggy sweater with a very high collar. If you will clone a bra made of one meshgroup and leave your sweater be made of one meshgroup, the sweater will clip into chokers, necklaces, armbands (on both sides), and bracelets(on both sides) So each of these accessories needs a meshgroup that will hide them. Choker (1) + necklace (1) + armbands (2) + bracelets (2) + the rest of the body. So you need to clone something with 7 meshgroups and by something I mean another baggy sweater (or something that would function similarly) Fwecka (Lolabellesims) its regiontype is called Necklace shadow, so I guess it is for the shadow the mesh casts on the body? Can’t think of any top that hides that shadow through Region map, though technically there is no need to clone an adult mesh because the child’s one is not affected by any bones that cause problems. Also no need to decimate because there are already lods. so you can do this: - clone a child’s necklace; - change categories to Adult Male/Female; -export all lods; - open lod0, Save as under a new name(progress.blend); - you can delete s4studio_mesh_1 if you want. Rename s4studio_mesh_2 to lod0; - append the necklaces from each lod into this scene and give them corresponding names; - using MultiEdit addon, you can edit all of them at the same time, then exist Multiedit mode and they will separate. Save the file; - open lod0 blend, append lod0 mesh from the progress.blend. Delete s4studio_mesh_2, save; - do this for the remaining ones, re-import back in s4s.
|
|
|
Post by Fwecka (Lolabellesims) on Nov 18, 2021 2:05:15 GMT -5
Never mind. I'm dumb. skeletalcowplant you don't have to edit the shadow texture. And yeah, you don't need to make the LODs, either. As usual, I wasn't thinking clearly. Bear with me, please. I've got a medical issue regarding sleep and it's been a bugger trying to get in for a sleep study. Finally accomplished that a couple of nights ago and now I'll have to wait a thousand years for the results. Covid is making it hard to get medical care. Sorry, Mauvemorn, you're probably sick of having to correct my mistakes and answer my questions by now, but that multi edit addon, are you saying you can open all LODs at the same time and resize and reposition each mesh all at once? Sweet! And I see what you mean about that little box being labeled as necklace shadow. That too is weird to me. The shadow that the necklace casts onto the skin is handled through a texture but maybe that box thing is for outdoor shadows? I don't know. I'm just guessing.
|
|