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Post by SACRIFICIAL on Nov 19, 2021 10:39:53 GMT -5
Hello, I hope you're doing great. I'm attempting to create a custom sim object with different CAS part to be used as an animated prop or animated object. I realized by the help of o19 that the mesh weights are not assigned properly, though they are perfectly assigned in blender. Whenever I import the mesh to S4S the weights get corrupted, even though I've used Blender V 2.70 to transfer the weights. Weights before importing & exporting from S4S Weights After importing & exporting from S4S I have a thread with the entire process that I went through in case that matters: sims4studio.com/post/169206I hope someone can help me figure out the issue, thank you ♥
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EDIT: (SOLVED THANKS TO ALL OF YOU OMG)!!!!!!!!!!!!!!!!!!!!!!!!!!! Thank you!! o19 MizoreYukii Fwecka (Lolabellesims) for helping me out!!!! I've been trying to create such a thing for YEARS!! I appreciate you SO SO SO much! ♥ ♥ ♥ ♥ ♥ ♥ ____ Issues I've gone through since the beginning and the cause of them: 1) Cloning a base object that didn't have the correct amount of mesh phongs 2) The order (sorting) of Vertex groups in blender was different than the order (sorting) in the model lods (Bones), that caused the mesh's weights to get deformed when importing the mesh to S4S 3) Some bones did not have their vertex groups added in blender + the mesh's phongs 4) I had more than 60 bones in one of the meshes 5) Some weights were not assigned correctly Thanks to your help, I was able to figure out the problems above, I was clueless to most of them This took me countless hours to do trial and error, repeating steps over and over, trying out different objects, the amount of times I had to copy and paste the bone names for the meshes almost drove me insane.... there are more than 80 bones in total. WORKING OBJECT
Thank you so so so much again, this is going to revolutionize my mods, and sorry for acting like an excited kid, I've been trying to figure this out for years!
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Post by MizoreYukii on Nov 19, 2021 11:49:38 GMT -5
You have a random CD68F001 at the top of your Bones/Bind Pose list. I'm guessing you maybe didn't delete it from the knife or misclicked, etc. But the order of the vertex groups in Blender MUST match the order of the bones in your package. If it does not, S4S will re-assign the weights for you. Delete it, make sure all the other bones are present in the same order as Blender, then import.
Be aware that since Sims have a lot of bones, and if you are still running into issues, you should probably clone a more similar object like the animals or the mother as they use a special Model that supports a lot of bones. Unfortunately, there is a current bug with those type of files where it won't allow you to import anything with different bones, and I reported it not long ago, so hopefully in the next update they'll have it fixed.
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Post by o19 on Nov 19, 2021 14:53:27 GMT -5
CD68F001 = transformBone, likely from the old object. Using another object with bones brought me to sims4studio.com/thread/25181/issue-deformed-object-rig so I will never do this again. I moved the vertex group named 'b__Spine2__' up in Blender, so it received the index number 0. After importing and exporting from S4S the index 0 had still the same vertices assigned to the vertex group but the name was a completely different one. Importing the mesh into S4S produces this log. And after exporting there are 4 additional vertex groups in the .blend file. With the name shuffling mentioned above it is a mystery which vertex groups have been affected and how to avoid it. Moving all weight paint to a single vertex group does not change the log (the exported mesh has then an incomplete weight paint). Is there an option to enable any additional logging? {Log (clickme)} [11:14:21] [v3.1.5.2] Debug [BlenderUtilities.RunBlender:0] C:\blender-2.76-windows64\blender.exe -b "C:\Correct Weights Before Importing And Exporting From S4S-2.blend" -P "C:\S4Studio\Scripts\objectexporter.py" [11:14:42] [v3.1.5.2] Info [BlenderUtilities.RunBlender:0] saving mesh geostate: 4 vertices split. saving mesh geostate: 6712 vertices split. restoring uv scale 0.0 at index 2 restoring uv scale 0.0 at index 3 Read new prefs: C:\Blender\2.76\config\userpref.blend found bundled python: C:\blender-2.76-windows64\2.76\python read blend: C:\Correct Weights Before Importing And Exporting From S4S-2.blend Error, region type 4 missing in - name:"Action", id:12 Error: Not freed memory blocks: 237, total unfreed memory 0.020973 MB
Blender quit[11:14:21] [v3.1.5.2] Debug [BlenderUtilities.RunBlender:0] C:\blender-2.76-windows64\blender.exe -b "C:\Correct Weights Before Importing And Exporting From S4S-2.blend" -P "C:\S4Studio\Scripts\objectexporter.py" [11:14:42] [v3.1.5.2] Info [BlenderUtilities.RunBlender:0] saving mesh geostate: 4 vertices split. saving mesh geostate: 6712 vertices split. restoring uv scale 0.0 at index 2 restoring uv scale 0.0 at index 3 Read new prefs: C:\Blender\2.76\config\userpref.blend found bundled python: C:\blender-2.76-windows64\2.76\python read blend: C:\Correct Weights Before Importing And Exporting From S4S-2.blend Error, region type 4 missing in - name:"Action", id:12 Error: Not freed memory blocks: 237, total unfreed memory 0.020973 MB
Blender quit
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Post by SACRIFICIAL on Nov 20, 2021 16:12:56 GMT -5
You have a random CD68F001 at the top of your Bones/Bind Pose list. I'm guessing you maybe didn't delete it from the knife or misclicked, etc. But the order of the vertex groups in Blender MUST match the order of the bones in your package. If it does not, S4S will re-assign the weights for you. Delete it, make sure all the other bones are present in the same order as Blender, then import. Be aware that since Sims have a lot of bones, and if you are still running into issues, you should probably clone a more similar object like the animals or the mother as they use a special Model that supports a lot of bones. Unfortunately, there is a current bug with those type of files where it won't allow you to import anything with different bones, and I reported it not long ago, so hopefully in the next update they'll have it fixed. Thank you so much, I didn't know that the order mattered, I've reordered it and the rig was weighted correctly after importing and exporting it again. ♥ But now I have a new problem.....for some reason the game crashes when I try to place the object. Here's the link to the new package if you'd like to look at it: easyupload.io/vvqnzkThanks ♥
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Post by SACRIFICIAL on Nov 20, 2021 16:14:12 GMT -5
CD68F001 = transformBone, likely from the old object. Using another object with bones brought me to sims4studio.com/thread/25181/issue-deformed-object-rig so I will never do this again. I moved the vertex group named 'b__Spine2__' up in Blender, so it received the index number 0. After importing and exporting from S4S the index 0 had still the same vertices assigned to the vertex group but the name was a completely different one. Importing the mesh into S4S produces this log. And after exporting there are 4 additional vertex groups in the .blend file. With the name shuffling mentioned above it is a mystery which vertex groups have been affected and how to avoid it. Moving all weight paint to a single vertex group does not change the log (the exported mesh has then an incomplete weight paint). Is there an option to enable any additional logging? {Log (clickme)} [11:14:21] [v3.1.5.2] Debug [BlenderUtilities.RunBlender:0] C:\blender-2.76-windows64\blender.exe -b "C:\Correct Weights Before Importing And Exporting From S4S-2.blend" -P "C:\S4Studio\Scripts\objectexporter.py" [11:14:42] [v3.1.5.2] Info [BlenderUtilities.RunBlender:0] saving mesh geostate: 4 vertices split. saving mesh geostate: 6712 vertices split. restoring uv scale 0.0 at index 2 restoring uv scale 0.0 at index 3 Read new prefs: C:\Blender\2.76\config\userpref.blend found bundled python: C:\blender-2.76-windows64\2.76\python read blend: C:\Correct Weights Before Importing And Exporting From S4S-2.blend Error, region type 4 missing in - name:"Action", id:12 Error: Not freed memory blocks: 237, total unfreed memory 0.020973 MB
Blender quit[11:14:21] [v3.1.5.2] Debug [BlenderUtilities.RunBlender:0] C:\blender-2.76-windows64\blender.exe -b "C:\Correct Weights Before Importing And Exporting From S4S-2.blend" -P "C:\S4Studio\Scripts\objectexporter.py" [11:14:42] [v3.1.5.2] Info [BlenderUtilities.RunBlender:0] saving mesh geostate: 4 vertices split. saving mesh geostate: 6712 vertices split. restoring uv scale 0.0 at index 2 restoring uv scale 0.0 at index 3 Read new prefs: C:\Blender\2.76\config\userpref.blend found bundled python: C:\blender-2.76-windows64\2.76\python read blend: C:\Correct Weights Before Importing And Exporting From S4S-2.blend Error, region type 4 missing in - name:"Action", id:12 Error: Not freed memory blocks: 237, total unfreed memory 0.020973 MB
Blender quit Thank you so much for your help, the rig now works correctly, but the object crashes the game when I attempt to place it. easyupload.io/vvqnzka
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Post by MizoreYukii on Nov 20, 2021 16:26:53 GMT -5
You have a random CD68F001 at the top of your Bones/Bind Pose list. I'm guessing you maybe didn't delete it from the knife or misclicked, etc. But the order of the vertex groups in Blender MUST match the order of the bones in your package. If it does not, S4S will re-assign the weights for you. Delete it, make sure all the other bones are present in the same order as Blender, then import. Be aware that since Sims have a lot of bones, and if you are still running into issues, you should probably clone a more similar object like the animals or the mother as they use a special Model that supports a lot of bones. Unfortunately, there is a current bug with those type of files where it won't allow you to import anything with different bones, and I reported it not long ago, so hopefully in the next update they'll have it fixed. Thank you so much, I didn't know that the order mattered, I've reordered it and the rig was weighted correctly after importing and exporting it again. ♥ But now I have a new problem.....for some reason the game crashes when I try to place the object. Here's the link to the new package if you'd like to look at it: easyupload.io/vvqnzkThanks ♥ Oops, I should have paid more attention yesterday to the cuts in the object you cloned when I replied, sorry. D: There is a max of 60 Bones/BindPoseBones per cut so you will need some extra cuts to hold the other bones. I recommend opening the package in TSRW and duplicating the Phong group, that way you don't have to painfully re-enter the data and instead can delete what you don't need. I tried to do something similar with another current bone heavy project and discovered this by accident, though would have had a faster answer for myself if I had checked The Mother and other similar objects first, lol.
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Post by SACRIFICIAL on Nov 22, 2021 11:33:49 GMT -5
Thank you so much, I didn't know that the order mattered, I've reordered it and the rig was weighted correctly after importing and exporting it again. ♥ But now I have a new problem.....for some reason the game crashes when I try to place the object. Here's the link to the new package if you'd like to look at it: easyupload.io/vvqnzkThanks ♥ Oops, I should have paid more attention yesterday to the cuts in the object you cloned when I replied, sorry. D: There is a max of 60 Bones/BindPoseBones per cut so you will need some extra cuts to hold the other bones. I recommend opening the package in TSRW and duplicating the Phong group, that way you don't have to painfully re-enter the data and instead can delete what you don't need. I tried to do something similar with another current bone heavy project and discovered this by accident, though would have had a faster answer for myself if I had checked The Mother and other similar objects first, lol. Thank yo so so so much!! ♥ It worked finally, I ended up cloning a trash can... ironically 😂 I added more details in the original post to explain the mistakes I had. ♥
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