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Post by isaya2 on May 31, 2022 23:30:10 GMT -5
Hello everybody! I have a question. Im worked with the custom mesh for Sims4, put it in S4Studio as a replace (via import mesh). I tried to test it in the game. Further CAS I didn’t climb - on Sim, when “putting on” it, a small artifact is observed, similar to a few nearby ribs without weight with a classic train from neighboring Polygons. At the same time, in Blender and S4S, the model looks absolutely normal. The artifact is moveed, periodically moves at a distance of about 30 cm in front of the sim, but which bone is connected - I did not understand Whatss this and how I can correct it?
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Post by mauvemorn on Jun 1, 2022 13:09:00 GMT -5
Hi. Please share the package and the blend file you imported in the package. For the future, attaching the picture of the problem is a good idea because it may be enough for us to answer the question without looking at the files
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Post by isaya2 on Jun 1, 2022 18:03:43 GMT -5
www.simfileshare.net/download/3214323/www.simfileshare.net/download/3214322/I solved the problem with the weights. but now when you put it on the proportions of the bottom of the sim (Bottom) are reset to default, the sliders do not work (are not displayed) A big request. If you still decide to help me, please explain what i can do with Mesh and Vertex, and what is impossible to do so that such artifacts do not arise. In Blend 3 layers. One from creator, 2 from mine. The problem with the weights on the active layer, at 1.1 is yesterday's problem. Meshes for active (studio_mesh_1.001_..7 and studio_mesh_1.001 remaked in Blender 3.1.2 then export via object to Blender 2.76. Vertex groups and weights I did myself
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Post by mauvemorn on Jun 4, 2022 9:18:36 GMT -5
Sorry for the wait, forgot to check from pc. Clone a nude botton, export the blend, open, compare to yours: 1). You will see that it has 2 uv maps: uv_0 and uv_1. The first is responsible for textures, the second one is for morphing. Since yours has no uv_1, it does not morph. 2). The nude bottom is painted with 00ff00, yours with white. Without the right color it will not morph correctly. You need to re-transfer the uv_0 from a nude bottom. - expand the rig, make "bottom" visible and selectable; - select your item, re-name UVmap to uv_0; - create a new uv map, name uv_1; - add Data transfer modifier, choose "bottom" as Source object, set the rest like in the pic, making sure to enable UVs, Apply;
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Post by isaya2 on Jun 5, 2022 7:44:53 GMT -5
and thanks again. I redid the mesh completely (it turns out that combining 2 vertices belonging to different parts of the body disfigures the UV map). The geometry and texture have yet to be improved, but the main thing is that the package works as expected (displayed without artifacts, the volume setting is shown correctly). last question (if you suddenly read this) - please tell me where I can find a relatively detailed description of the parameters used in the "CAS part"? I've tried to make the texture in my package overlap with any overlay or skin until it works. I'll look further. 2) In your reply, did you mean Vertex Painting?
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Post by mauvemorn on Jun 5, 2022 8:52:08 GMT -5
Do you mean the parameters like composition? I'm not sure about the details beyond this, but people generally use either 0 ( does not blend) or 3 (blends) yes, you must vertex paint the mesh with 00ff00
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