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Post by thyagom on Mar 4, 2024 16:26:17 GMT -5
I'm not able to export any files using this version of sims4studio, whenever I try nothing comes out and I keep trying several times until I can do it. am I doing something wrong?
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Post by thyagom on Feb 16, 2022 14:20:55 GMT -5
I’ve just checked this by importing different items painted with white and s4s seems to be painting all of them with 007f00, regardless of their category, so this must be a recent bug after all. Thanks for reporting. that's right, he paints in that color turning green and ends up causing problems in the game even though all vertex and weight paints are perfect
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Post by thyagom on Feb 16, 2022 14:11:19 GMT -5
If the mesh is floating, it is probably the weights. Share the blend file you import into s4s and the package please or just try painting it with black (hex code 000000). This is how maxis disables morphing, not with white now solved the problem painting with the black hex code.
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Post by thyagom on Feb 16, 2022 14:08:13 GMT -5
If the mesh is floating, it is probably the weights. Share the blend file you import into s4s and the package please or just try painting it with black (hex code 000000). This is how maxis disables morphing, not with white simfileshare.net/folder/156090/
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Post by thyagom on Feb 16, 2022 13:48:49 GMT -5
Hi. If you want to disable morphing, you must paint the mesh with black, not white. With white they will still morph, just in a very wrong way. Also, s4s does not paint the mesh green itself. It was painted with green to begin with, you must have been in a wrong shading mode and saw white texture instead of vertex paint. You need to switch shading from texture to bounding box. I don't understand what you mean, because I always do this and it's never been a problem. now when i fatten the sims, the nails are floating. Even choosing white or black vertex paint colors, when I import in sims 4 studio and change the category to fingernails, it changes the vertex paint color to green!
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Post by thyagom on Feb 16, 2022 13:20:24 GMT -5
Because when I import my nails and switch to fingernails category with vertex paint in white, they auto-paint to green causing problems in the game ??
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Floater
Jul 16, 2021 17:13:05 GMT -5
Post by thyagom on Jul 16, 2021 17:13:05 GMT -5
?
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Floater
Jul 13, 2021 16:45:02 GMT -5
Post by thyagom on Jul 13, 2021 16:45:02 GMT -5
Is there any way the Sim can spread their legs when on the float?
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Post by thyagom on Jul 4, 2021 11:01:55 GMT -5
Warehouse > Rig > Bones > Edit... Edit the bones to have a 0,0,0,1 orientation (Identity). S4S usually adds 0,0,0,0 which is invalid and may lead to strange results. (The calf bones have an offset of 0.49/0/0 and are still below the thigh bones because of their orientation.) Not really an issue: b__Tongue__3 and b__Tongue__2 could be parented to b__Tongue__1 and b__Tongue__1 could be parented to b__Tongue__0. The tongue has two unused vertex groups "b_L_Mid0__" and "b_L_Toe__" which may be deleted. It worked, I have to leave the custom rig package in the mods folder to work too, right?
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Post by thyagom on Jul 3, 2021 17:26:09 GMT -5
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Post by thyagom on Nov 9, 2020 13:31:48 GMT -5
Hi. After you transfer weights, each vertex can become affected by many vertex groups. However, for The sims 4 the limit of vertex groups a vertex can be affected by is 4. If there is more than that, the sims 4 studio will delete random ones and auto-normalize weights. This may lead to undesirable effect. So what you should do instead is use a tool called Limit total to remove those extra vertex groups starting from the one that affects the vertex the least. Here is how to do this does this fit for shoes too?
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Post by thyagom on Nov 9, 2020 13:27:03 GMT -5
Hi. After you transfer weights, each vertex can become affected by many vertex groups. However, for The sims 4 the limit of vertex groups a vertex can be affected by is 4. If there is more than that, the sims 4 studio will delete random ones and auto-normalize weights. This may lead to undesirable effect. So what you should do instead is use a tool called Limit total to remove those extra vertex groups starting from the one that affects the vertex the least. Here is how to do this which version is this, 2.70 does not appear as the photo.
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Post by thyagom on Nov 9, 2020 12:58:25 GMT -5
You didn't limit total to 4 bones per vertex. Studio will throw off the weights if there are more than 4 assigned to the vertex because 4 bones per vertex is the game limitation. I did not understand can you explain?
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Post by thyagom on Nov 7, 2020 21:01:35 GMT -5
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Post by thyagom on Jun 21, 2020 22:19:43 GMT -5
Because in blender, s4s and thumbnail everything is ok, but when you select the accessory it turns the other way around? why?
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