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Post by Renorasims on Jun 7, 2017 12:39:01 GMT -5
Hey! I have the latest version of sims 4 studio for mac and im on el capitan 10.11.6 Okay, then we are sure this is not the issue Is it a CC hair or a EA hair you are trying to recolor? Can you share that particular package file here so I can take a look? The (beta) mac version and the stable windows (community) version are two separate programs, so the can't be compared in that order. Mac was only released roughly about a year ago so on the development side the windows version has had much more time to become stable, etc.
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Post by Renorasims on Jun 7, 2017 11:11:32 GMT -5
Hi livine, Are we talking Alpha or Clay Hairs? How far are you with creating? Have you UV mapped your UV0 and UV1? Have you weight painted vertex painted your meshes? I suggest looking into the CAS tuts as there are several that cover each of the subjects named above. If your meshes are (much) bigger/longer then the biggest EA hair mesh clipping can occur. Best way to reduce that is to create a bit distance between the breast and the mesh (moving the hair parts that go over the breast to the front (Y axis). Side effect of that is, from the side, it looks like the hair is floating above the breast if you model it too far from the breast. You see this effect often with Alpha hairs. The longer the hair the more space it needs around the breast area to reduce clipping when moving in game. This is a widely accepted phenomenon (see other hair creators such as Skysims) as it's nearly impossible to prevent total clipping any other way, with meshes that go over the breast area.
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Post by Renorasims on Jun 7, 2017 10:23:11 GMT -5
Hi thyagom not sure if i'm understand your question correctly... (or anyone else without more info). Your link dates to a post from before the release of toddlers, to a rig that's made based on the game-files found in the fullbuilds at that time. If you need a functional toddler rig to create poses; open the latest version of S4S select Animation --> Clip Pack or Override and export the Toddler rig from there.
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Post by Renorasims on Jun 7, 2017 10:13:31 GMT -5
Hi tullaHow did you made the walls? I suggest looking into this tutorial to see if you did something wrong with the sizes of the different wall heights. I also notice you have autoresize textures un-flagged (see pic below), could you please flag that, save the package and look at it in game to see if this makes any difference? This is flagged by default so this might be a cause of the stretch effect.
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Post by Renorasims on Jun 7, 2017 10:04:29 GMT -5
Please help when i recolor hair in sims 4 studio i can't see the model on the left it's like my graphics is messing up when click on the box on the left where the model is it my screen flashes but when i bootcamp my mac and download the community version on windows i don't have that problem i can see the model Hi there! Which version of S4S Mac are you working with? If not the latest version please try that one. If you do work with the latest version; which OSX do you have installed? It only runs smooth when you have (El Capitan) 10.11 or above.
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Post by Renorasims on Jun 7, 2017 9:55:12 GMT -5
Hi Everyone, Okay this might be a bit of a complicated sims 4 meshing/blender question so apologies in advance. As i'm exploring the fields of converting children's hairstyles to adult and vice versa I noticed that all tuts out there use manual moving, scaling, etc. This made no sense to me; we have a object in an 3D environment that has it's own values on x/y/z axes on location, scale, rotation, etc. With that in mind I took a look at an adult female hair (that looks similar to a child's hair i'm trying to convert) to see if i could find the exact location, scale, etc. Theoretically with the add-on of Blender (copy attributes menu) this would be really easy, unfortunately it looks like all values of the mesh has been set to a zero point (reset object transformations). This is also the case with children hair meshes and i figure with all other blender meshes we export from S4S. Only values that haven't been cleared are dimensions but when entering these into the children hair mesh it gets twice as big as the adult female head. Manually I come pretty close (I think ) after hours of moving, scaling but still end up with seams in the neck area and hat chops that differentiate in height from each other (they overlap in texture so it doesn't look good). It just seems so unlogical to me to do it this way... Aren't scale, location always set on the same values for every age and gender? Or does this differentiate per hairstyle? Which wouldn't surprise me at all, that would be completely in EA's 'style' I've already looked around at blender.stackexchange (see link for asked question) to see if this can be 'undone' or if there is a other way to retrieve these values but all i can find is that this get's used a lot when creators are done modeling and finishing there project the set all values to zero. My answer has been partially answered there without the expected result; location can be set by shift-cntrl-alt-c --> Origin to Geometry unfortunately the mesh then floats high above the head when doing so. Which suggests to me that the answer probably won't come from the Blender forum, since it now because to TS4 related.Hopefully someone here knows more about this to make this process A LOT more logical and painless!
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Post by Renorasims on May 27, 2017 9:00:47 GMT -5
To prevent a endless quote I'll tag you guys; inabadromance thank you for tip! I'll look into that tonight! Feyona okay that's probably better to do then what i did by using the cap (and all the unwanted other features that got with that I can laugh about it know but I was getting pretty desparate! ). I'm almost afraid to post this but i'm gonna try anyway ; I have some weird shadows in the chest area and bottom that aren't in the diffuse (photoshop made shadows) and I have no idea where they come from . I think it happened when maybe removing doubles (?) , haven't altered shading in the shading/UV's tab.which probably happened bc I used a UV1 from another top that does not have flowers/anything in that area. Gonna try to fix that now, not sure how but I'll keep trying If you guys still wanna lend a hand (I understand if you don't) HERE are the files (blend, package) As I am searching the forum here I see a tut of UNtraditionalnerd about splitting edges Think I have it!!!*fingers crossed* Not sure though, gonna try and do it right now And morphable flowers... (Yay!!! Redid the UV1 by taking back the original BG dress mesh and making it shorter to match the length of my top. Only miss a small a abdomen part (2 rings of faces) but in-game it does seem to be missed by the game (also stress tested sliders, no strange things).
It really feels like when I figured out one issue the new one arrives just around the corner. grrrr.... Gonna edit the title of this threat after this threat is 'done' so other (struggling) people can find this easier through using the searchbar.
YASS it's solved!!! Again thank you to all who helped!
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Post by Renorasims on May 26, 2017 16:05:06 GMT -5
I recommend subdividing the reference mesh for a better end result. Hi! I tried this but the top went from 2200 to 8000 verts and 14.000 poly's... which is a bit much for just a top Not sure what you meant with this. You said reference mesh, as in for mapping the UV1?
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Post by Renorasims on May 26, 2017 16:02:05 GMT -5
Dear Feyona , Sorry for not adding the blend files! I will remember to do that in the future Thank you so so so much for looking into it and helping me out !!! I really was getting crazy over here When I saw which weights were clinging onto that cap I also knew how it happened; I used the bottom-part of that BG dress to close the frankenmesh. Just a small note; when selecting all vertices within the circle you showed and then remove vertex weights I still had calves L/R clinging onto them at some places... not sure how that happened so I did that one by one. Maybe bc not all verts were merged? And one last quick question; Can this (calves L/R already assigned to the cap) also be a reason why brujah's tut wasn't working? or should is transfer weights even though there are already weights assigned from another vertex group? With your explanation I will be able to prevent this in the future and take the next step into meshing Hopefully in the future I can help out others here who are struggling just as me now And ofcourse also a shout-out to Zelrish @peterssparker and haya194 for the first aid and all your advice! They were not in vein! Ignore the black flowers and the lack of shadow, it's far from finished :P
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Post by Renorasims on May 26, 2017 4:57:31 GMT -5
Wow.... This topic has become like super complicated over a simple weight issue. The only problem from your original package posted here is that for whatever reason the vertices that are "closing" the mesh at the bottom have their weights assigned to the leg bones... I would simply suggest, take back your first package shared here and follow this tutorial. I recommend subdividing the reference mesh for a better end result. That will fix it in 2 minutes. You could also follow the advice from Petersparker and manually fix the weights on those particular vertices. Okay... I'm starting to get desperate here ... I did what you and peterssparker suggested (took back the original package file) and saw the blue part in the middle disappear (after following Brujah's tut on transferring weights) which indicated to me that it now should be weighted properly. Now they're poking out even further (see 2nd pic) I also re-did the UV1 with Eliavah's tut by using this BG top (see 1st pic) as reference for the UV1 of my top. They have the same size, etc so I figured (as explained in the tut from Eliavah) that this should be good enough. I also tried to clean all those vertex groups that aren't necessary by following the instructions in brujah's weight transfer tut but that didn't do anything. Am I missing a 'Enter' or 'Apply' button or something? However... this should be the cause of poking vertices I think...? Here are the package files; "nude_top" is original before the weight transfer (with blue part in the middle), UV1 mapping. "New_top_after..." is after doing the tuts. If anyone can please help me figuring this out I would be so grateful! You have no idea... Once I know what the problem is I won't hit my head to this subject ever again I think
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Post by Renorasims on May 24, 2017 14:36:53 GMT -5
I agree with Zelrish , it's best to just do/redo a weight transfer using brujah's tutorial. From my understanding (which is very limited lmao), the pointy bits are caused by incorrect weight painting, but the uv_1 may still cause problems with weight sliders if not fixed. Weight paint = what bits stick to which bones & uv_1 = how the bits move and expand. (Someone please correct me if I'm wrong!) Okay I'll try that tomorrow/tonight thanks for all the help !!! Zelrish haya194.
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Post by Renorasims on May 24, 2017 9:27:11 GMT -5
Wow.... This topic has become like super complicated over a simple weight issue. The only problem from your original package posted here is that for whatever reason the vertices that are "closing" the mesh at the bottom have their weights assigned to the leg bones... I would simply suggest, take back your first package shared here and follow this tutorial. I recommend subdividing the reference mesh for a better end result. That will fix it in 2 minutes. You could also follow the advice from Petersparker and manually fix the weights on those particular vertices. Hi Zelrish, I just answered to peterssparker's suggestion but for some reason your reply only showed up after that. I know I probably wasn't explaining it right or something. Sorry for that! If you can also take a look at what i did i would be very grateful :3 I just need to know if the poking vertices effect can also be a cause of the UV1 not being unwrapped correctly.
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Post by Renorasims on May 24, 2017 9:18:04 GMT -5
You might try going back to your original .package (the one you posted) and painting those faces the correct color. You can do this by sampling the weight/color of a specific vertex by clicking ctrl + LMB, then selecting the faces that need to be painted (hit the face selection mask on the bottom toolbar and then shift + RMB to select the areas you need). You can then fill in those areas with the correct weight/paint by hitting shift + K. Looking at your original .package your uv_1 seems a little odd for that area of the top, so you might want to look into that as well. Hi@peterssparker! Thank you so much for weighing too! I followed your instructions with my original mesh and now the underpart of the mesh looks like this (1st pic). I thought that would do the trick but unfortunately... The poking vertices are still there. (2nd pic) I weight painted the b_spine0__ Is that the the right one? I only mapped the UV0, UV1 not jet and i can see what you mean (3rd pic). Can this also be the cause of the poking vertices? I was hoping, by using the nude top, i wouldn't have to redo that . I'm gonna follow eliavah's mini tut for that tonight.
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Post by Renorasims on May 23, 2017 17:11:21 GMT -5
You didn't even have to unwrap it. Just move it inside and it will be hidden inside the body. You don't need to mess with the UV. Leave it open. Uhh okay but before I did this it looked like this (1st pic) after I've imported the new mesh it looks like this (2nd pic). To prevend see through effects from happening the new part that's created with extrude needs to be mapped correctly (if I understood other S4S tuts ). However the stabbing vertices effect is gone (see pic three), but we do have the see trough problem... I tried to dress my sim in it but after I've changed her clothing she shows up in the BG pink bra (I used create 3D mesh in s4s and the nude top as base) for some reason (4th pic) . So Unfortunately I can't check the see through issue in-game but if it's visible in S4S than it must also be visible in-game.
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Post by Renorasims on May 23, 2017 14:07:44 GMT -5
Hi haya194 Thank you for your fast response! If you could... I would be very grateful! I tried with E first selecting faces but don't know how to get them towards the middle Don't select the faces. Select the edges. Then when you press extrude press "s" and move the mouse and it will start moving inside or outitside depending on the direction. Remember you need to click extrude and then click "s" and select the edges. Tell me if it didn't work and I'll try to explain it in more detail. I would've sent you photos if I were at my computer right now. Hi no worries! I think I get what your saying, Does it look like this when I'm done? (see below) I probably have to unwrap that part? Can I do that without screwing up the rest of my UV1 layout? (I already mapped it) I tried to unwrap the selection I just made (marked the circle with seam in blender, pic 4) but get this when I unwrap it (see 3rd pic). I tried merging the vertices in the middle but then the faces get screwed up.
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