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Post by Lesliem25 on Dec 24, 2015 11:00:50 GMT -5
brujah I actually never got around to trying this until now. I was wondering, would you mind breaking down the steps a little more into exactly what to do. Like, for the first step do I click through all of the parts of the eye so that they are all selected? I don't know how to rename bones either. Sorry, I can make poses but have never attempted anything like this.
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Post by Lesliem25 on Dec 23, 2015 16:56:27 GMT -5
oxjennxo Make sure that you're selecting the option for CAS standalone. Then check off the box that says CC Only at the top. I circled it in this picture.
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Post by Lesliem25 on Nov 11, 2015 12:53:00 GMT -5
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Post by Lesliem25 on Nov 11, 2015 12:51:16 GMT -5
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Post by Lesliem25 on Nov 7, 2015 20:46:55 GMT -5
yunanesca mk746 sweetsorrowsimsI really just had to play with mine and keep checking it in the game. When I moved them in object mode, they didn't move. I had to move them in pose mode with that b_root_bind joint. It's the highlighted joint in this picture: What I would do is, look at the position of your sims in game while they're doing the pose. You can see in the pictures that my girl was facing the wrong way and was too far away from the guy. So, in pose mode in Blender, I used the b_root_bind joint to rotate her so she was facing the other way. Then I used that same joint to move her closer to the guy. Then I just kept saving it, importing it into my pose in studio, and checking it in the game. I also took screenshots of it in the game so I could see how much they needed to be moved. This is what the final pose ended up looking like in Blender when it looked right in the game: I hope this is helpful! I'll try to check back often and help if I can.
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Post by Lesliem25 on Nov 4, 2015 13:51:37 GMT -5
Hi Lesliem25, I apologize for the extremely late response. I've looked at your mesh and the entire earring portion has its faces flipped backward. In Blender you can see this more clearly if you turn on the backface culling. When backface culling is off you see both sides of a surface when it is on you only see the front side of the surface. Here is how to turn that on and what your earring looks like when you do: To fix that you need to select all the faces that require flipping the other direction. For me the easiest way of doing this is to go to Edit mode and choose Wireframe shading before box selecting all the vertices that need to be changed: Once all the vertices of the earring portion of the mesh are selected click the w key on your keyboard to bring up the Specials menu. Select Flip Normals on the menu: When you do this you will notice that your earring mesh needs a little tweaking because the small ring that connects it to the bar that goes through the ear is sticking a little bit through the front surface of the earring mesh. After doing that small tweak save the earring.blend and import it back to your .package: If you run into more questions let me know Thank you for telling me the links are broken...I've fixed them now. It's ok. You're a busy person, just figured that you didn't see my response with the package in it. Thanks for the explanation. That makes sense. The only thing I'm wondering now is, how did they get flipped in the first place? I followed your tutorial so I don't know what I did.
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Post by Lesliem25 on Nov 2, 2015 22:45:42 GMT -5
orangemittens Did you ever get a chance to take a look at my package to see what I did wrong? Also, I tried to go back and look at the second half of the tutorial and the link isn't working. It just goes back to the studio home page.
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Post by Lesliem25 on Nov 2, 2015 22:38:59 GMT -5
yunanesca What do you need help with? Do you have a screenshot of your pose in the game? Also, what animation are you overriding? mk746 When you moved them towards each other, did you move them by using G in object mode or my selecting the B_root_bind in pose mode? I was first trying to move mine in object mode and that didn't work for me. I had to move them using the B_root_bind in pose mode. Then I just did a lot of back and forth between the game and blender. I took screenshots in the game then just went back to blender to tweak it until it was perfect. fufu508 Thanks!
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Post by Lesliem25 on Oct 24, 2015 20:50:18 GMT -5
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Post by Lesliem25 on Sept 20, 2015 11:30:35 GMT -5
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Post by Lesliem25 on Sept 9, 2015 11:55:01 GMT -5
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Post by Lesliem25 on Aug 28, 2015 19:51:27 GMT -5
I'm loving this! Thank you for making it! I'm picky about facial expressions though and the stupid looking EA faces they make while they're standing idle are still showing through the pose face. It's weird because it's a combo of the EA faces and the pose face lol.
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Post by Lesliem25 on Aug 1, 2015 21:34:04 GMT -5
It does matter that you only moved her. Also you don't need to be saving and appending like that. Here is what I've posted previously on this topic: I used the mischief buzzer trick to trigger the pose and this is what I ended up with: To make it I created two separate poses. One used the buzzer success interaction x and the other used the buzzer success interaction y. I exported both as create new and opened the x one in Blender. Then I appended the rig and model parts of y into the same .blend. I moved each Sim away from the center point by grabbing them in Object Mode and rotated them to face one another. I then went into pose mode and made the pose for the x model and then the y model. I saved the x one directly and used save as for the y model. In game they came out pretty close to what I wanted although, as I said, I think I was working with them too far away from where the pose would actually start in the game so I got some clipping. When moving the entire model in Blender you should only use g when you're in object mode or when you're in pose mode with the b__ROOT_bind__ selected. I think I did everything you said. I just redid the pose because I did them backwards thinking it would be like CAS. They still came out like this though! What do I do to fix it?
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Post by Lesliem25 on Jul 31, 2015 16:20:29 GMT -5
It does matter that you only moved her. Also you don't need to be saving and appending like that. Here is what I've posted previously on this topic: I used the mischief buzzer trick to trigger the pose and this is what I ended up with: To make it I created two separate poses. One used the buzzer success interaction x and the other used the buzzer success interaction y. I exported both as create new and opened the x one in Blender. Then I appended the rig and model parts of y into the same .blend. I moved each Sim away from the center point by grabbing them in Object Mode and rotated them to face one another. I then went into pose mode and made the pose for the x model and then the y model. I saved the x one directly and used save as for the y model. In game they came out pretty close to what I wanted although, as I said, I think I was working with them too far away from where the pose would actually start in the game so I got some clipping. When moving the entire model in Blender you should only use g when you're in object mode or when you're in pose mode with the b__ROOT_bind__ selected. You know what, I read that and somehow skipped what you said about saving it lol. I'll try that instead. Thank you!
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Post by Lesliem25 on Jul 30, 2015 21:04:48 GMT -5
Oh and I don't think that I actually moved him in object mode. I only moved her. If that matters at all lol.
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