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Post by meriberry on Jan 19, 2024 14:27:46 GMT -5
Alright so the pendant I made for a hat is not morphing with body sliders. I think it's a problem with uv_1 map and me not doing the data transfer properly? I'm trying to take past advice and apply it but I only made it worse (I think I'm using the wrong 'reference'). The weights look normal to me, so I don't think it's that either. Blender file with the meshes separated.
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Post by meriberry on Jan 17, 2024 19:34:37 GMT -5
Hi. This happens because of uv_1, transfer it from the head - expand the rig, make the head selectable ( for the fem frame, its called "head_2", not "head"); - select the hat, add data transfer, choose the head as Source object, enable Face corner data, choose Nearest face interpolated, enable UVs, choose uv_1, apply - also, you do want the hat to morph with the head, so instead of vertex painting it with black, go with 007F00 Damn I must have done something wrong. I did just what you said and it didn't work. I took screenshots, can you tell me what I did wrong? Blender File just in case.
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Post by meriberry on Jan 16, 2024 23:00:34 GMT -5
For some reason my hat is shiny and weird looking only in CAS, in live mode it looks perfectly normal, except for the little profile picture in the corner that shows a closeup of your sim's face. It makes the hat look dark in certain spots, though it makes the whole hat look brown when it's supposed to be bright orange. I thought it was the specular but removing it changed nothing honestly. Package File
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Post by meriberry on Jan 16, 2024 22:29:34 GMT -5
- expand color attributes; - delete the current one with - button; - add a new one, name it color0, set it up like in the pic, choosing black color, click Ok This will disable morphing and logically stop preset from affecting the mesh Thanks for this!!
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Post by meriberry on Jan 15, 2024 14:48:06 GMT -5
Hi. The body parts under the rig are for the convenience, they are not imported. You have two options: 1. remove the hand from every outfit you want a sim to wear; 2. make a body preset that has no hand using s4 morphmaker Ah thanks for explaining that. I used the amputee left hand preset from PengoreTheBird and when I applied my mod, the hook is gone with the hand as well. How do you think I would go about making my hook compatible with this preset? I'm putting the hook package here just incase it needs to be looked at. I made the base bigger to try and hide the hand (needed to be bigger for the char anyway), but sometimes it'll still come through when the sim is grabbing things.
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Post by meriberry on Jan 15, 2024 0:40:14 GMT -5
So, I'm attempting to make a pirate hook on the left hand and I'm not really sure how to get rid of the hand, as it is basically poking through the hook in S4S and CAS mode. I feel like I have to mess with the rig but I'm just not sure what to do, I can't find a tutorial for something like this. Blender File
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Post by meriberry on Jan 13, 2024 3:21:19 GMT -5
Hey, thank you so much for your in depth answer and I ended up making a new package like you said with my mesh and it works perfectly, I guess something was just off with the last package for some reason. Haha, if you can believe it the dark fingers are on purpose LOL. I was basically trying to make hoof fingers for my ram character. I definitely lowered the polygons on the mesh now that everything's fixed. Appreciate everything that you guys gave me advice on
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Post by meriberry on Jan 13, 2024 3:03:30 GMT -5
Hey, so I downloaded a really cool ship from the gallery, used bb.moveobjects before putting it on the beach lot that I want it on. Some things are still out of place anyway, don't know how to avoid that whenever I download lots from the gallery, but whatever. What bothers me most is that for some reason it imports with these weird indestructible tiles in the water? I can tell they're "connected" to the different floors on the ship, but they're not delete-able with the hammer tool. It's so weird, I've never seen anything like this before. I don't build a lot with beach/shore lots, so I'm guessing this is some sort of problem with the water.
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Post by meriberry on Dec 29, 2023 12:24:38 GMT -5
Hi. - open the blend, expand the rig, make "top" and "bottom" selectable; - select "top", in 3d view press Shift D, then Esc to duplicate, repeat with "bottom"; - select top.001, shift-select bottom.001, join with Ctrl J; - rename this item to Reference; - select this fur, add data transfer modifier, set it up like this; - then in Edit mode select everything, Clean with All groups and Limit total ( ignore the last frame ) Hey Mauve, thank you so much for this tutorial! I followed this tutorial making sure I did every step exactly as you said (except for the last frame ofc) and for some reason the right ankle fur still isn't working on b__R_Calf__. Something interesting did happen though where the mesh looks black in weight edit mode, but otherwise nothing changed in game. This is the newest package and blender file, can you show me where I went wrong?
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Post by meriberry on Dec 29, 2023 1:24:54 GMT -5
Hi, try to move the uv_1 of the ankle fur to the correct space. Right now the uv_1 of the ankle fur is still in the wrist area since you duplicate it from the wrist. And try deleting unused vertex group like the toe, pinky, etc. That's all I can think of right now, hope it helps. WOW okay sorry to spam but after messing around I finally figured out what's causing the problem. For some reason, assigning the mesh to b__R_Calf__ does not work at all! However, if I assign the right ankle fluff to any other vertex group it will work for that one. I've never encountered this kind of problem before, how do I get b__R_Calf__ to work?
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Post by meriberry on Dec 29, 2023 0:00:40 GMT -5
Hi, try to move the uv_1 of the ankle fur to the correct space. Right now the uv_1 of the ankle fur is still in the wrist area since you duplicate it from the wrist. And try deleting unused vertex group like the toe, pinky, etc. That's all I can think of right now, hope it helps. Do you know if is there any good duplicating/mirroring meshes tutorials on this forum? Ultimately it's the one thing that always gives me problems so I try to avoid doing it, I think I just need it explained to me like I'm 4 lol. I franken-meshed 4 different hairs into one today and it went smoothly since there was no duplicating/mirroring involved, but just attempting to duplicate this little accessory on the wrist to the ankle is taking me hours because I can't figure out how to make it appear in game
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Post by meriberry on Dec 28, 2023 22:31:48 GMT -5
Hi, try to move the uv_1 of the ankle fur to the correct space. Right now the uv_1 of the ankle fur is still in the wrist area since you duplicate it from the wrist. And try deleting unused vertex group like the toe, pinky, etc. That's all I can think of right now, hope it helps. Hey, thanks for the response! How can you tell the uv_1 is in the wrist area? Can you show me/explain what you're seeing? (I tried looking at this beginner accessory tutorial again for a refresher, but the uv_1 part still confuses me.)
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Post by meriberry on Dec 28, 2023 17:26:23 GMT -5
So I'm working on a mesh that has fur on it. I duplicated the fur on the wrists and moved it to the ankles cause I wanted it there too, but for some reason in my game the right ankle fur is not appearing, even though it appears on S4S. The left ankle fur shows fine in game. I checked the weight since I thought that could be the issue, but I already assigned it to the right calf, so I'm not exactly sure the issue. Can someone point me in the right direction? Blender File
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Post by meriberry on Mar 5, 2023 22:30:46 GMT -5
Hello everyone! So recently I found out about modding the footprint on objects and created a futon that had no footprint so that it could be walked over, just like a real one. Since that was successful, I wanted to do a similar thing with a corner bathtub. The corner bathtubs look like they can fit two people, so i wanted to create an "invisible" bathtub with no footprint to lay on a visible one to give the illusion that two people are sharing a bath (I thought it was cute, okay!) Only problem is now that I've deleted the footprint on the bathtub, when I try to place it, it tells me that the "object is missing its footprint source." I didn't get this error with the futon and I did the exact same thing, so I'm a bit confused on how to go about this. Anyone got any ideas?
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Post by meriberry on Feb 22, 2023 21:49:22 GMT -5
Welp I figured it out after searching for a while. Had no idea footprint was a thing until just a few moments ago. Now they can all sleep in this silly futon again! Anyone having a similar issue can look at this tutorial: sims4studio.com/thread/4629/remove-objects-footprint
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