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Post by gauntlet101010 on Oct 29, 2017 17:14:25 GMT -5
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Post by gauntlet101010 on Oct 29, 2017 12:42:32 GMT -5
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Post by gauntlet101010 on Sept 14, 2017 17:44:23 GMT -5
Okay, apparently fixing the arm position in CAS tools fixed this ... and opened up a new problem. But one I know how to fix.
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Post by gauntlet101010 on Sept 13, 2017 20:45:50 GMT -5
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Post by gauntlet101010 on Sept 9, 2017 10:47:05 GMT -5
I'm pretty new at this, so it's really just trial and error for me. The face for my mesh was separate, so it was easy to just make that 0005. The rest of the body was mapped to the base - 0008. I didn't bother cutting it all up. The mesh I was working with was a LOT simpler than yours, though.
Looking at your mesh I think you might need to look at the vertexes you're mapping a bit more. You're definitely missing a few around the mouth. Right now it'd not mapped correctly at all.
You also need to vertex paint the entire thing black so those sliders don't affect it. That's also messing things up.
I think you may have a larger problem, however. I don't know if it's possible to import this mesh into the game directly like this. If you try applying traits to the sim with this costume on in the CAS you can see that the hands are all kinda of messed up. You can also see that the face is actually quite a bit away from the body. Unfortunately this messes things up pretty badly when the mesh does things. It can make things like fingers stretch out. If you apply the evil trait while a sim wears your costume you can see that the hands just don't line up at all - this is because the mesh is just too far away from the skeleton.
Uh ... sorry.
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Post by gauntlet101010 on Sept 8, 2017 21:01:12 GMT -5
I've done this with one of my meshes. The trick is finding the right mesh and the right spot. I used the male Grim Reaper costume and set the face part of my mesh to the chest region of the costume (0005). Other areas didn't work.
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Post by gauntlet101010 on Jul 21, 2017 23:54:37 GMT -5
Hello, world. I've asked a buncha questions, but never actually introduced myself at all. I'm new to Sims, 3D modding, and basically everything this place is about! When I got into Sims4 about ... half a year ago now? One of the first things I did was make a whole Grim Reaper family. But it's a little boring to have just one outfit for the guy! I wanted to get all of them. Regardless of actual in-game quality, I want all of them period (and, maybe, a robot or three) and that's why I'm here! To learn a bit more on how to do all of that.
So, maybe I'll socialize a bit and not just pop in to ask random questions. Everyone here seems so good at making stuff. It's kind of intimidating, but I haven't given up!
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Post by gauntlet101010 on Jul 18, 2017 19:26:36 GMT -5
Well, I figured this out and I'll post the answer here.
The exploding problem is because I was modifying a male mesh that didn't have the breast groups or the feet groups (the reaper costume). Since it didn't have those groups they exploded.
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Post by gauntlet101010 on Jul 13, 2017 21:52:07 GMT -5
May as well update for future people who find this: I got the hair to morph. Seems I forgot to resize the uv_1 back after making it a grid. Unfortunately there's still overlap with the body, but nothing can be done for that with this mesh.
But I can't solve the exploding boobs problem, so that's just not gonna happen. Hopefully I can add some vertex groups for the feet, so the robe isn't floating ... we shall see, I guess.
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Post by gauntlet101010 on Jul 12, 2017 23:23:32 GMT -5
Okay, well, I managed to solve the overlap problem. The solution was to take the top off just one side (it wrapped from the back of the wings) and put it on the front of the wings.
But what's really stumping me are those exploding vertexes. I just don't get why they're exploding. Can anyone give me even a tiny hint or clue?
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Post by gauntlet101010 on Jul 8, 2017 0:10:51 GMT -5
So I'm still working on that Sims Medieval Grim Reaper conversion. Things have actually been going alright. Obviously, however, there are a couple of issues. themechanicalmaniacs.com/temp/wings.jpgThe first is a layering issue with those wings. I guess this is a pretty common problem here and I KNOW it has to do with layering and grouping. But I just can't seem to get it right. That side you're seeing is the top of the wing on the opposite side. I've separated out the tops into their own layer, but it didn't seem to help much. Does anyone have insight into the right layering for this? So the top of the wings aren't seen when I turn the guy around? In a bout of frustration I made a different version of the hood and robe without morphs (seen above). TBH, I kinda want to make a no-sliders version anyway since I do want a straight-up rip in my game. themechanicalmaniacs.com/temp/hair.jpgThe second issue is with those sliders and them not quite working properly in one last way (I managed to get the body morphing right). Mainly, the hair doesn't morph along with the sliders! I even remapped the uv_1 manually to be as close as I could to that texture map and it didn't work. I don't get it. themechanicalmaniacs.com/temp/explode.jpgAlso trying to weight transfer the breast vertexes (for female Reapers) and the feet (which I abandoned and I guess only care about since I want this to be as good as possible) just aren't working. For the feet (not shown) I manually added vertexes to groups using edit mode. For the breasts I weight transferred. I tried using the latest Blender and Blender 2.7 (shown). I did the usual steps and I just don't understand what I did wrong. For other meshes weight transfer works just fine. And, if it's just a transfer thing then why do the feet also explode? They explode even if they don't share any other vertexes with another group. I think these are my last hurdles for this project. The wings are probably the worst one, I can live with the other two problems (although I wouldn't want to, really). So the zip has a sliders and no sliders version in it. There isn't much difference there, except, obviously, sliders don't work in one. The packages are mutually exclusive right now. In case anyone wants to know the hood and top of the body are painted black because having them morph really messes them up. They aren't synchronized in this game and you see the black texture on the body where you aren't supposed to and the hood moves in an unintended way. drive.google.com/file/d/0B3gA7rY7I9VnTjBLbk9sRmJ2dEk/view?usp=sharing
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Post by gauntlet101010 on Jun 23, 2017 7:43:55 GMT -5
Hm, okay. I'll try to isolate the female-only vertex groups and get the rig and try that with this mesh.
Thanks for all the help! I definitely wouldn't have gotten far without your assistance.
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Post by gauntlet101010 on Jun 22, 2017 20:19:14 GMT -5
I know what you mean about those groups. I've done a couple of other mesh conversions, but none required those sliders or had weird lighting issues. And none showed up in Studio but disappeared in game when seen from far away (so weird).
Well, damn. I guess there's just no fixing this lighting problem! Oh, well. I've tried a few things on my own too (exporting / re-importing as an obj file) but that didn't fix it either. But, also looking back and forth, it seems like the original mesh (full body without removing the doubles) didn't have the shoulder issue after all. I guess I'll go back to that version and go from there.
I didn't really clean uv_0 much at all since I had this lighting issue, so I'm not fussed at all about going back.
The good news is that I know why the sliders weren't working. I used the damned eyedropper tool instead of the listed color in the tutorial. *sigh*. I wonder what the real yellow (on the Reaper costume) and orange (on the reaper costume's hood) colors were supposed to be if the green was mis-sampled?
There was still issues at the shoulders, but that, at least, is fixable!
I think I have just one more question. How do I get the mesh to morph with a woman's figure? For some reason it doesn't want to work with that even after I colored everything green. Is it a part flag thing? Is it because it started out as a male Reaper costume package and unchecked the "Restrict opposite frame" checkbox?
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Post by gauntlet101010 on Jun 22, 2017 8:15:06 GMT -5
Before I was using the reaper costume, but for this test I used one of the long dresses from the base game. Without being at home I couldn't tell you exactly which, though.
The back stood out to me as the biggest issue; I didn't really notice the shoulder with that issue glaring at me. Here the arms also have just odd lighting inconsistencies too. But I guess, to be more scientific about this, I should check out the back in the same environment as before. Given the issue with the shoulder, though, and the jumping about of lights on the arms (not pictured, I suppose I should have taken a pic), I don't think it's been fixed.
What's so weird to me, though, is that this issue is present only on LOD0. If there was something glaringly wrong with the mesh you'd think it'd be present in all LODs. Maybe not for LOD3, but certainly LOD1, right?
I wonder if the medallions, hourglass, and skulls on the waist have something to do with the sliders not working properly. Maybe their presence, and them sticking out so much, has something to do with why the mesh as a whole just isn't morphing, even improperly. Because THEY morph (however improperly), even if they're painted blue. The chest medallion, for instance, floats up from the body to about where I'd expect it to be on a fatter sim when I use sliders.
Are those items what you mean by "v painted objects"? They're there because, well, they're a a part of the Sims Medieval Reaper's costume. They weren't there as items or accessories, but as part of his robe. I have to admit, I'm not sure what colour to paint them. I don't want them to wildly change their shape, so I thought blue would be the right colour. Maybe doing them 100% in blue was the wrong way to go ...
When I get back home, I'll try out painting the entire thing green and removing those extraneous objects.
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Post by gauntlet101010 on Jun 21, 2017 23:21:10 GMT -5
drive.google.com/file/d/0B3gA7rY7I9VnT1F5R19IRllzeEk/view?usp=sharingNot giving up yet! But, uh ... removing doubles didn't work to fix the problem (as seen in this pic - note the shoulder). themechanicalmaniacs.com/temp/e.pngAgain, it's fine when you zoom out and it's the same mesh on all LODs. It's so weird! I've also applied that tutorial to the mesh and cut it up and ... I know it's messy and all, but is it normal that nothing really changes except for a few random vertexes here and there until it's perfect? The only parts of the mesh that really move are the medallions on the chest, and some of the hourglass and skulls.
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