MNLVLZ
Member
Trial and error my way thorugh cc making
Posts: 10
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Post by MNLVLZ on Oct 9, 2022 9:28:29 GMT -5
So I think I may just not understand how to properly work on this sims 4 studio pipeline. I'm working on editing a mesh as my first step into creating meshes. I have 4 years of modelling experience but 0 years of modding. I grabbed a shirt from the basegame, merged some vertices and moved edges around to get a basic shape, I made sure not to touch the cuts for the sims 4 studio as I see that that's the only way to be able to import them. However, I still can't import the mesh. I really don't know why If I'm completely honest and I'm kinda stumped. I haven't touched weight painting yet and I didnt mess around with my UV's yet as I usually work on UV's after my 3D models are finished, or if it's a really complex model I would UV at the same time, but this would be for my work, not sure for modding tbh. Can someone please help me? files.fm/u/db4wpqzc7I'm using the open beta version of S4Studio (Stars) with blender 3.3 compatibility.
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Post by mauvemorn on Oct 9, 2022 11:13:09 GMT -5
Hi. Do you have 3.3.0 or 3.3.1? If 3.3.1, it is not supported, get 3.3.0 instead, change the path in s4s settings to it and re-save the blend in this version. If this won't work, export the blend from s4s, delete the original meshgroups, append yours, check cuts, save, import
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MNLVLZ
Member
Trial and error my way thorugh cc making
Posts: 10
|
Post by MNLVLZ on Oct 9, 2022 11:34:58 GMT -5
Thank you I'll give this a try another time as work got in the way, I think I have 3.3.0, Downloaded it from this thread, the link they provided to download, I did have the wrong version when I first tried it but I have the s4s properties now. Another question, I applied a mirror modifier to the collar mesh as I wanted to have it symmetrical, does using modifiers mess up the meshes? or would they not cause issues?
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Post by mauvemorn on Oct 10, 2022 9:54:06 GMT -5
You may need to export the file from s4s, open it, delete the meshgroups, and append yours. The mirror modifier does not change the weights and uv placement in uv_1 (it can but not with how vertex groups are named in s4s or how uv_1 is), so the mesh will not move and morph right. It is easier to duplicate the mesh, flip normals, rename meshgroups,and flip uvs, then join it with the original Here's an example of flipping a foot
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