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Post by jessimadoo on Jul 10, 2016 16:26:09 GMT -5
-sets up camp because apparently I'm here on this forum a lot- Hi all, back with another problem. I cropped an original EA mesh (tank top blouse), and it looks fine in Blender and in Sims 4 Studio. In the game, however, it looks like this: It's almost like the arms are tied behind her back. I can't figure out what's wrong. I did append a nude top so that it could fill the belly area, so maybe that's part of the problem? Here is the package file if someone wants to help me out! Thank you so much. simfil.es/95586/
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Post by Spirashun on Jul 10, 2016 18:19:05 GMT -5
In S4S go to Tools > Modding > Fix Slot Rays (CAS Arm Position). That should hopefully fix your issue
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Post by cupidjuice on Jul 10, 2016 18:27:57 GMT -5
It looks like you're trying to shorten the mesh, but you deleted the peplum portion of the top, moving the slot ray data points causing the sim's arms to be "stuck."
Perhaps try to clone a shirt that is more similar to what you're trying to the final look you want to achieve.
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Post by jessimadoo on Jul 12, 2016 16:52:46 GMT -5
Sadly, the method using S4S didn't work, so I guess I'll just have to take Gohliad's advice on cloning a different mesh. Thanks so much to both of you for your suggestions!
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Post by Ambrace on May 21, 2017 16:39:57 GMT -5
Sorry, I didn't want to create a new thread since there was already one about the topic I'm trying to do. Anyway, I'm trying to convert adult clothing to child clothing. However, when I get what I want; either one of two things happens. The arms are stuck inside of the garment like the one posted above; or the arms are stuck facing outward; kind of like how it is when you go in CAS. I've already tried Spirashun advice; but when I did that; either nothing happens or the arms are facing outward; like I mentioned above. cupidjuice suggested something to do with cloning. I'm not sure how that would work if there's nothing like the adult sized thing. The closest thing I can find that's similar to the Grim Reaper's robes is the Yoda robes. I don't know where to go from there. Any help would be appreciated. Thanks in advance.
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Post by orangemittens on May 21, 2017 19:17:46 GMT -5
I recommend using a mesh as similar to the one you want to convert to use as your clone as you can find. I also recommend that you replace similar parts of the original mesh with similar parts of the new mesh. For example, EA meshes often have a tiny square off in its own cut number. If you replace that with some giant chunk of the new mesh, you can run into issues like the one you describe because the game will be confused by this slot ray setup. If the Yoda robe is the closest thing you can find, definitely try using that. The Grim Reaper outfit has a lot of mesh groups. You may have to condense those into a smaller number of mesh groups to match the Yoda outfit's structure. When you are condensing, try to make the condensed mesh groups of the Reaper outfit as similar as the mesh groups you are trying to replace in terms of position and size. Give that a shot and, if you run into more trouble with it, post the original and your work in progress so someone can take a look. Keep in mind that each mesh group of the clone (the Yoda outfit in this case) is associated with slot rays that tell the game where the hands should be in relation to the Sim's body. If you replace some large mesh group positioned around the hips/thighs with some tiny square of mesh located in the arm this will confuse the game because it is now thinking that little square should be treated like a big mesh chunk in a different location (and vice versa if you replace some tiny chunk with a big part of the mesh). While Studio allows manual editing of slot rays I do not recommend this as it is very complicated and no one has done any significant exploration of this option. I've added relevant documentation about slot ray intersection data in the CAS/Pose tutorial section that may help to illustrate the above information. You can find that HERE.
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