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Post by kaine015 on Jul 30, 2022 14:48:02 GMT -5
Hello!
I'm new to CC creation and I'm more or less jumping straight in, and right now I'm having issues with blender. I want to use the most recent version, 3.2, as I like the UI more and it's more fleshed out than the previous versions. I understand that to import any meshes into S4S I need to go through 2.76b so that I can assign things correctly and be able to properly import into S4S. I have tried following the tutorial, and I'm assuming I'm missing something, as when I go from 3.2 to 2.76b and append the 3.2 mesh, it appears black.
Exporting the mesh, there are no problems. Appending the mesh in 3.2 also seems to work fine, although the model is always texture less- it appears gray. For the sake of testing and learning the process, I don't alter the mesh in any way, instead instantly saving the file as progress.blend, like it says in the tutorial. I boot up 2.76b and the original lod0.blend loads fine, texture and all, but when I append progress.blend it is black. Also, when looking at lod0.blend and having the individual meshes selected, the studio tools work perfectly fine; same goes for progress.blend. Even after deleting the lod0.blend files, progress.blend is still black. Lastly, I don't know if this will be helpful as it does not say to do this in the tutorial, but when I open (not append) progress.blend nothing appears. It opens another screen and that's it.
I've been trying to figure out the issue and at this point I'm at a loss; I've tried just about everything I can think of to troubleshoot the issue. Any help would be greatly appreciated!!
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Post by mauvemorn on Jul 30, 2022 15:16:48 GMT -5
Hi. 3.2 and 2.76 use different types of materials, black or gray mean blender does not recognize the material. You can simply delete it and assign a new one or just ignore it. Materials and textures are not imported in s4s, so what the mesh looks like in blender changes nothing
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Post by kaine015 on Jul 30, 2022 15:31:01 GMT -5
Thanks! What do you mean by "delete it and assign a new one" though? Also, I decided to move forward in the tutorial- I deleted the originals, saved it as lod0.blend, and when I tried to import under the "mesh" tab in S4S it was giving me this error:
The Sims 4 Studio - Version 3.1.6.1 System.AggregateException: One or more errors occurred. ---> S4Studio.Blender.BlenderException: File "<string>", line 2, in <module> File "C:\ProgramData\S4Studio\Scripts\geomexporter.py", line 39, in <module> save_geom(geom, o, body_type) File "C:\Users\[UserName]\AppData\Roaming\Blender Foundation\Blender\2.76\scripts\addons\s4studio\cas\blender.py", line 123, in save_geom blend_index = vertex_group_map[mesh_object.vertex_groups[int(vertex.groups.group)].name] IndexError: bpy_prop_collection[index]: index 0 out of range, size 0 AL lib: (EE) UpdateDeviceParams: Failed to set 44100hz, got 48000hz instead
at S4Studio.Blender.BlenderUtilities.RunBlender(String script, String blend, Boolean background, Boolean check_version) at S4Studio.Blender.BlenderUtilities.ImportGeom(String custom_blend, String custom_geom, Int32 body_type, String cut) at S4Studio.ViewModels.CAS.CASLODItem.ImportMesh(BlenderUtilities blender_util, String blender_path) at S4Studio.ViewModels.CAS.CASStandalone.<>c__DisplayClass71_0.<ExecuteImportMesh>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 2, in <module> File "C:\ProgramData\S4Studio\Scripts\geomexporter.py", line 39, in <module> save_geom(geom, o, body_type) File "C:\Users\[UserName]\AppData\Roaming\Blender Foundation\Blender\2.76\scripts\addons\s4studio\cas\blender.py", line 123, in save_geom blend_index = vertex_group_map[mesh_object.vertex_groups[int(vertex.groups.group)].name] IndexError: bpy_prop_collection[index]: index 0 out of range, size 0 AL lib: (EE) UpdateDeviceParams: Failed to set 44100hz, got 48000hz instead
at S4Studio.Blender.BlenderUtilities.RunBlender(String script, String blend, Boolean background, Boolean check_version) at S4Studio.Blender.BlenderUtilities.ImportGeom(String custom_blend, String custom_geom, Int32 body_type, String cut) at S4Studio.ViewModels.CAS.CASLODItem.ImportMesh(BlenderUtilities blender_util, String blender_path) at S4Studio.ViewModels.CAS.CASStandalone.<>c__DisplayClass71_0.<ExecuteImportMesh>b__0() at System.Threading.Tasks.Task.InnerInvoke() at System.Threading.Tasks.Task.Execute()<---
Sorry if this is all stuff that's supposed to be obvious ^^;; Thanks for helping!
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Post by mauvemorn on Jul 30, 2022 16:18:48 GMT -5
You can delete the material that blender 3.2 does not recognise and assign a new one. You can google the subject to see how to do that correctly in 3.2.
Did you assign cut numbers? Is your polycount high? Share the blend please, the one you cannot import
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Post by kaine015 on Jul 30, 2022 16:45:34 GMT -5
I'll look into material assigning, thank you! As for cut numbers, the cut numbers are already assigned when I append progress.blend in 2.76b. The polycount would be the same as the original EA mesh because I'm not editing it. Also, sorry, but how do I share a blender file here? Thank you for being patient with me ^^;;.
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Post by mauvemorn on Jul 30, 2022 16:50:04 GMT -5
You can upload it on mediafire.com and paste a link here
What does your blender path is s4s look like?
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Post by kaine015 on Jul 30, 2022 16:56:19 GMT -5
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Post by kaine015 on Jul 31, 2022 12:37:44 GMT -5
Update:
I thought that the error message was due to the material not being properly assigned, so I learned how to do that and did it. I went through the final steps as said in the tutorial but I got the error message still. It's the same one as before. Am I not supposed to import the mesh as a .blend file? Do I need to create a different lod0.blend file to import? Am I not meant to import under the meshes tab?
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Post by mauvemorn on Jul 31, 2022 15:43:56 GMT -5
You need to delete the original meshgroups before appending new ones. The point of it all is to replace them, so they must be deleted. I just checked the file and it seems that the vertex groups are no longer transferred between newer and older versions of blender, so you will either have to re-transfer them or, if you want to use the new user interface but with less headache, try 2.93. The process is easier in 2.93 - in 2.93 open the blend file from s4s, do what you need to do, save under a different name; - open the original blend file in 2.76b, delete the meshgroups, append the meshgroups from the blend saved in 2.93, check/assign cuts, save
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Post by kaine015 on Jul 31, 2022 18:20:14 GMT -5
Thanks so so much!! I finally got everything to work properly. Seriously, you're awesome, thanks for being patient with me and helping ^^
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