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Post by duck1queen on Jun 28, 2022 16:32:02 GMT -5
I'm pretty new at using blender and sims 4 studio, I have the correct version of Blender (2.76) and I use Wishes S4S. I made a non-interactable object which is a suitcase I made from the Crates a Million: Stumpy (from the Cats & Dogs pack). I have tried to import the mesh several times and I'm very confused what I'm doing wrong. I've tried to look up tutorials on here and on YouTube but I've either found information I don't understand or nothing at all. I'm also unsure on how to add files and documents to this post which I know will make things harder. If you can point me in the direction of a good tutorial please do!
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Post by mauvemorn on Jun 28, 2022 16:40:14 GMT -5
Hi. Make sure that: 1). the mesh is visible(eye icon) and selectable (cursor icon) 2). it has the correct number of meshgroups and the correct cuts (so if the original item has 2 meshgroups (shadow plane: cut 0, the item:cut 1), yours has to be the same) 3). the vertex groups of each meshgroup correspond with those of the original; 4). the uv map is named uv_0; 5). The polycount is reasonable
If nothing will work, share the blend please
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Post by duck1queen on Jun 28, 2022 16:47:34 GMT -5
Hi. Make sure that: 1). the mesh is visible(eye icon) and selectable (cursor icon) 2). it has the correct number of meshgroups and the correct cuts (so if the original item has 2 meshgroups (shadow plane: cut 0, the item:cut 1), yours has to be the same) 3). the vertex groups of each meshgroup correspond with those of the original; 4). the uv map is named uv_0; 5). The polycount is reasonable If nothing will work, share the blend please The mesh is visible and selectable, I honestly don't know how to check how many meshgroups or cuts there are or how to change them. No idea what a vertex group is, I can rename my uv map, and I don't know how to check polycount. I've tried to add a link to the blend file multiple times but everytime I link the file it won't work. Thank you for responding so quickly, usually it takes forever for me to get a respond or answer.
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Post by mauvemorn on Jun 28, 2022 17:24:37 GMT -5
Well, it would be a good idea to start from a beginner-oriented start-to-finish tutorial because without knowing the aforementioned things you will not be able to make a functional item (as in, something that works as intended, not “interactive”). You should export the blend file from the package you created, open it and check the following: Sims4studio_mesh_x are what we call meshgroups. Each of them has a unique cut, which is how s4s knows which original part of the mesh to replace with which one from your blend. This is where you’ll find vertex groups. In non-interactive objects there is usually only one, called transformbone. Here is how to check the polycount (the numbers above only, ignore the modifier)
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Post by duck1queen on Jun 28, 2022 17:31:02 GMT -5
Well, it would be a good idea to start from a beginner-oriented start-to-finish tutorial because without knowing the aforementioned things you will not be able to make a functional item (as in, something that works as intended, not “interactive”). You should export the blend file from the package you created, open it and check the following: Sims4studio_mesh_x are what we call meshgroups. Each of them has a unique cut, which is how s4s knows which original part of the mesh to replace with which one from your blend. This is where you’ll find vertex groups. In non-interactive objects there is usually only one, called transformbone. Here is how to check the polycount (the numbers above only, ignore the modifier) Thank you so much!! I will try these and get back to you if it works or not!!
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