|
Post by treefriend on Nov 30, 2017 13:09:02 GMT -5
Hi, what about on meshes that don't have a shadow mesh? I'm having this problem on this .package and I cloned it from a rug so that it wouldn't have a footprint when placing. All the speculars and normals are/were EA's. Thanks so much! hi! rugs work differently than regular objects. you shouldn't use it as a base for cloning. I suggest clone another item and then export/import the rug's footprint from the warehouse into your object instead. I had no idea you could import the rug's footprint!! Thank you, I will try that instead.
|
|
|
Post by treefriend on Nov 30, 2017 6:28:39 GMT -5
I will say i have no idea what to do im completely dumped Hi, create your mesh as usual and then follow OM's Tutorial scroll down till F. Creating your LOD 0 shadow mesh (point 18) and create your shadowlod Hi, what about on meshes that don't have a shadow mesh? I'm having this problem on this .package and I cloned it from a rug so that it wouldn't have a footprint when placing. All the speculars and normals are/were EA's. Thanks so much!
|
|
|
Post by treefriend on Nov 25, 2017 9:41:06 GMT -5
When you import the model into Blender, press N until the toolbar to the right-hand side of the screen pops up. Look down until you find 'Item' and click it so you can see what bone you have selected. Then, right-click the model's eye until you select the bone you want, in this case the eyelid or eye. Then you can press the 'R' button on your keyboard, and rotate the eye in the direction you like. For added control, press R to rotate, then immediately press either X, Y or Z to rotate around the X, Y or Z axis.
I'd suggest watching some tutorials on posing and using Blender in general, that will help a lot.
|
|
|
Post by treefriend on Nov 25, 2017 7:22:27 GMT -5
Thank you so much, Orangemittens! I did get my object to work, though I never did get that candle to show up in sims4studio. ^.^
|
|
|
Post by treefriend on Nov 22, 2017 6:13:20 GMT -5
I sure did! I even copied it and copied an extra one in there just in case, and I opened my game and placed the object in-game, and it still won't show up.
|
|
|
Post by treefriend on Nov 21, 2017 21:19:51 GMT -5
Do you have to clone it from the AOM candle? Can you clone it from any candle? Because I can't get the downloaded candle to show up in the list of available objects to clone.
|
|
|
Post by treefriend on Nov 18, 2017 9:39:59 GMT -5
Ah, thank you so so much!
|
|
|
Post by treefriend on Nov 17, 2017 7:42:24 GMT -5
I am making a bell tower, and the bell and roof are sometimes made of different materials that would have different levels of glossiness IRL. (For instance, a nearly-matte, aged copper roof, with a shiny brass bell) Is there a way to make a single .package file have multiple diffuse textures AND multiple specular textures? .package fileEDIT: Okay so I tested it in game and now I have another problem! As you can see in the image, the object has, like, transparency? You can see the fence behind it. This is a problem my tester had, as well, and my tester doesn't have reshade or anything like that installed. How to fix?
|
|
|
Post by treefriend on Jun 25, 2017 7:15:01 GMT -5
Thank you both of you!!! This is a life saver! Bless y'all!!
|
|
|
Post by treefriend on Jun 22, 2017 4:59:13 GMT -5
This happens to some of my accessory meshes, but not all of them. It appears that some of the planes/vertices of the mesh are not properly weighted. But I just import the mesh into Blender, make sure the UV maps have the same name, and then join the two meshes together, and assign the weighting to the appropriate joint. As you can see in the picture, the mesh looks fine everywhere else but the tines, and the whole thing looks fine in Blender. In fact, I just made two different accessories using the same methodology I always do and they look fine in-game. This has happened every time I've tried to make a fork accessory, actually. I have no idea what is causing this weird fork glitch, but it makes my forks ugly! Also interesting note: The glitching is worse for female-framed sims than it is for male-framed sims. Here's a link to the .package file hosted on my GoogleDrive. Thank you in advance to anybody who can help me figure this out!
|
|
|
Post by treefriend on Jun 22, 2017 4:44:38 GMT -5
Thank you so much! It looks amazing.
|
|
|
Post by treefriend on May 18, 2017 9:36:35 GMT -5
Did you ever finish this and post it anywhere? It's amazing, and I'd love to have it in my game!!
|
|
|
Post by treefriend on Jan 14, 2017 17:26:22 GMT -5
Thanks so much for this tutorial, but I was wondering, how do you select the eye bones without selecting everything else, too? Like, for instance, when I shift+click the eye bones, it first selects upper lid, lower lid, etc. Also, you say to move them along the y axis to those points? Does it need to be exactly y=-1.5 and z=1.75? And if so, when I type those values in for y and z for both the head and tail of the bone, my bone disappears because the head and tail are at the same point on the plane. Should the tail, or head, have a different value from each other?
|
|
|
Post by treefriend on Dec 1, 2016 11:22:20 GMT -5
This would be REALLY interesting and a tutorial would be greatly appreciated!! I've wanted to make a default walk where my sim floats around instead of walking. Do you think that'd be possible?
|
|