|
Post by SACRIFICIAL on Dec 9, 2021 6:16:44 GMT -5
Hey, did you manage to figure this out? I'm trying to a create a custom bike posture but it always ends up giving me a route failure balloon just because I've changed the default tuning ID. I hope someone could help with this, thanks ♥
|
|
|
Post by SACRIFICIAL on Dec 7, 2021 15:44:10 GMT -5
Hmmm....this one I'm not sure about. Also, the mesh link is broken, it redirects to this thread. I noticed that your tail bone names were showing up as blank in the BindPose and some (not all) in the Bones, and while I'm not sure if that could directly cause the issue I'd recommend maybe fixing that. Also, after making your changes did you place down a new version for testing? I remember someone saying that some changes didn't go through when using an object that was already placed. Oh actually, going back to the blank names I noticed, the Model LOD is more intact than the Model file, maybe there is a possibility of the names being the cause. But other than that, your rig exports fine to blender, so I think it's either the weights or the blank names (or something in the values) that's causing it. Thank you so much for the tips, I had to delete the bones for now before my head exploded, I'll try again and follow your tips when I have more time.
|
|
|
Post by SACRIFICIAL on Dec 4, 2021 12:54:08 GMT -5
You're welcome.
-You need to select the "Play Something Random" in game first, after that when you click on the object again the music pie menu will show up with your custom pie menu inside. -If you're not using the English version of the game, open your package in S4S --> Tools --> Modding --> Copy string tables to all languages, that will automatically add your custom strings to all game languages.
|
|
|
Post by SACRIFICIAL on Dec 4, 2021 7:35:26 GMT -5
The normals of your right shoe (Left shoe on screen) are inverted, causing the mesh to show through the mesh on certain angles. 1st select your shoes mesh and go to edit mode, and make sure that you turn off (Limit Selection To Visible) in Edit mode before you select the right shoe's mesh, that way all of the faces will be selected correctly. To fix this, go to Edit Mode --> Select all of the faces or vertex of your right shoe --> click on (Mesh) tab while in edit mode --> Normals --> Flip Normals. It worked! Thanks! :-D Glad to help :D
|
|
|
Post by SACRIFICIAL on Dec 4, 2021 6:52:27 GMT -5
The normals of your right shoe (Left shoe on screen) are inverted, causing the mesh to show through the mesh on certain angles. 1st select your shoes mesh and go to edit mode, and make sure that you turn off (Limit Selection To Visible) in Edit mode before you select the right shoe's mesh, that way all of the faces will be selected correctly. To fix this, go to Edit Mode --> Select all of the faces or vertex of your right shoe --> click on (Mesh) tab while in edit mode --> Normals --> Flip Normals.
|
|
|
Post by SACRIFICIAL on Dec 4, 2021 6:14:09 GMT -5
Thank you so much!!! But I have another problem... The 'Music' Pie menu doesn't appear. Do I have to add another tuning? ;_; If you need, this is the file I edited a bit after getting your solution You're welcome, the recent package your share doesn't grant me access, please share the package again so I could see your progress. Edit: -The pie menu was working correctly, but it didn't look different because you haven't changed the string's hash for the pie menu's name + in sim data, after changing the FNV32 value of the name and adding them to the English string table it showed up correctly with a new name. -I also added all the custom names you've created to the English string table with a new generated hash. -I removed the interactions from your object's (Super Affordances) section since you already had them included in the state's (Super_Affordances) that was a mistake on my end, which caused double interactions, I apologize. I've noticed that you have to select the "Play Something Random" interaction in game and then your custom interactions become visible in the "Music" piemenu Here's the updated package
|
|
|
Post by SACRIFICIAL on Dec 3, 2021 18:29:27 GMT -5
You had 2 issues with your object 1- You had the wrong (Object tuning) ID in your Object's Definition: The image shows the correct tuning id of the object inside your package. 2- You haven't added your custom interactions to the super affordances section of your Object Tuning. The image shows how the interactions should be placed in your object's tuning. Here's the edited package with the fixes applied: Package Download
|
|
|
Post by SACRIFICIAL on Dec 3, 2021 18:01:49 GMT -5
|
|
|
Post by SACRIFICIAL on Nov 22, 2021 11:33:49 GMT -5
Thank you so much, I didn't know that the order mattered, I've reordered it and the rig was weighted correctly after importing and exporting it again. ♥ But now I have a new problem.....for some reason the game crashes when I try to place the object. Here's the link to the new package if you'd like to look at it: easyupload.io/vvqnzkThanks ♥ Oops, I should have paid more attention yesterday to the cuts in the object you cloned when I replied, sorry. D: There is a max of 60 Bones/BindPoseBones per cut so you will need some extra cuts to hold the other bones. I recommend opening the package in TSRW and duplicating the Phong group, that way you don't have to painfully re-enter the data and instead can delete what you don't need. I tried to do something similar with another current bone heavy project and discovered this by accident, though would have had a faster answer for myself if I had checked The Mother and other similar objects first, lol. Thank yo so so so much!! ♥ It worked finally, I ended up cloning a trash can... ironically 😂 I added more details in the original post to explain the mistakes I had. ♥
|
|
|
Post by SACRIFICIAL on Nov 20, 2021 16:14:12 GMT -5
CD68F001 = transformBone, likely from the old object. Using another object with bones brought me to sims4studio.com/thread/25181/issue-deformed-object-rig so I will never do this again. I moved the vertex group named 'b__Spine2__' up in Blender, so it received the index number 0. After importing and exporting from S4S the index 0 had still the same vertices assigned to the vertex group but the name was a completely different one. Importing the mesh into S4S produces this log. And after exporting there are 4 additional vertex groups in the .blend file. With the name shuffling mentioned above it is a mystery which vertex groups have been affected and how to avoid it. Moving all weight paint to a single vertex group does not change the log (the exported mesh has then an incomplete weight paint). Is there an option to enable any additional logging? {Log (clickme)} [11:14:21] [v3.1.5.2] Debug [BlenderUtilities.RunBlender:0] C:\blender-2.76-windows64\blender.exe -b "C:\Correct Weights Before Importing And Exporting From S4S-2.blend" -P "C:\S4Studio\Scripts\objectexporter.py" [11:14:42] [v3.1.5.2] Info [BlenderUtilities.RunBlender:0] saving mesh geostate: 4 vertices split. saving mesh geostate: 6712 vertices split. restoring uv scale 0.0 at index 2 restoring uv scale 0.0 at index 3 Read new prefs: C:\Blender\2.76\config\userpref.blend found bundled python: C:\blender-2.76-windows64\2.76\python read blend: C:\Correct Weights Before Importing And Exporting From S4S-2.blend Error, region type 4 missing in - name:"Action", id:12 Error: Not freed memory blocks: 237, total unfreed memory 0.020973 MB
Blender quit[11:14:21] [v3.1.5.2] Debug [BlenderUtilities.RunBlender:0] C:\blender-2.76-windows64\blender.exe -b "C:\Correct Weights Before Importing And Exporting From S4S-2.blend" -P "C:\S4Studio\Scripts\objectexporter.py" [11:14:42] [v3.1.5.2] Info [BlenderUtilities.RunBlender:0] saving mesh geostate: 4 vertices split. saving mesh geostate: 6712 vertices split. restoring uv scale 0.0 at index 2 restoring uv scale 0.0 at index 3 Read new prefs: C:\Blender\2.76\config\userpref.blend found bundled python: C:\blender-2.76-windows64\2.76\python read blend: C:\Correct Weights Before Importing And Exporting From S4S-2.blend Error, region type 4 missing in - name:"Action", id:12 Error: Not freed memory blocks: 237, total unfreed memory 0.020973 MB
Blender quit Thank you so much for your help, the rig now works correctly, but the object crashes the game when I attempt to place it. easyupload.io/vvqnzka
|
|
|
Post by SACRIFICIAL on Nov 20, 2021 16:12:56 GMT -5
You have a random CD68F001 at the top of your Bones/Bind Pose list. I'm guessing you maybe didn't delete it from the knife or misclicked, etc. But the order of the vertex groups in Blender MUST match the order of the bones in your package. If it does not, S4S will re-assign the weights for you. Delete it, make sure all the other bones are present in the same order as Blender, then import. Be aware that since Sims have a lot of bones, and if you are still running into issues, you should probably clone a more similar object like the animals or the mother as they use a special Model that supports a lot of bones. Unfortunately, there is a current bug with those type of files where it won't allow you to import anything with different bones, and I reported it not long ago, so hopefully in the next update they'll have it fixed. Thank you so much, I didn't know that the order mattered, I've reordered it and the rig was weighted correctly after importing and exporting it again. ♥ But now I have a new problem.....for some reason the game crashes when I try to place the object. Here's the link to the new package if you'd like to look at it: easyupload.io/vvqnzkThanks ♥
|
|
|
Post by SACRIFICIAL on Nov 20, 2021 16:10:27 GMT -5
Guys, I don't know anything about what you're trying to do, but I keep thinking about how transferring weights from a version of Blender above 2.70 involves "limit total." With limit total, you can specify how many weights are assigned to individual vertices. Apparently, if there are a high number of weights assigned to a vertex Studio will randomly delete some of them and that's not good. Again, I really don't know anything about this but I'm wondering if it would be worth it to use a higher version of Blender and do the following: The worst that can happen is that it doesn't work, right? Thanks for the suggestion, I followed an answer on a different thread, the problem with the rig was caused because the vertex groups order was different in blender than what I've assigned it in S4S.
|
|
|
Post by SACRIFICIAL on Nov 19, 2021 10:39:53 GMT -5
Hello, I hope you're doing great. I'm attempting to create a custom sim object with different CAS part to be used as an animated prop or animated object. I realized by the help of o19 that the mesh weights are not assigned properly, though they are perfectly assigned in blender. Whenever I import the mesh to S4S the weights get corrupted, even though I've used Blender V 2.70 to transfer the weights. Weights before importing & exporting from S4S Weights After importing & exporting from S4S I have a thread with the entire process that I went through in case that matters: sims4studio.com/post/169206I hope someone can help me figure out the issue, thank you ♥
__________________________________________________
EDIT: (SOLVED THANKS TO ALL OF YOU OMG)!!!!!!!!!!!!!!!!!!!!!!!!!!! Thank you!! o19 MizoreYukii Fwecka (Lolabellesims) for helping me out!!!! I've been trying to create such a thing for YEARS!! I appreciate you SO SO SO much! ♥ ♥ ♥ ♥ ♥ ♥ ____ Issues I've gone through since the beginning and the cause of them: 1) Cloning a base object that didn't have the correct amount of mesh phongs 2) The order (sorting) of Vertex groups in blender was different than the order (sorting) in the model lods (Bones), that caused the mesh's weights to get deformed when importing the mesh to S4S 3) Some bones did not have their vertex groups added in blender + the mesh's phongs 4) I had more than 60 bones in one of the meshes 5) Some weights were not assigned correctly Thanks to your help, I was able to figure out the problems above, I was clueless to most of them This took me countless hours to do trial and error, repeating steps over and over, trying out different objects, the amount of times I had to copy and paste the bone names for the meshes almost drove me insane.... there are more than 80 bones in total. WORKING OBJECT
Thank you so so so much again, this is going to revolutionize my mods, and sorry for acting like an excited kid, I've been trying to figure this out for years!
|
|
|
Post by SACRIFICIAL on Nov 19, 2021 10:02:37 GMT -5
I had little time so I didn't add arm and leg bones. You may use the package I provided, add 4 more bones and vertexes and weight paint it to test it. I hope the missing bones do no harm for animations, except of hands, feet, head not animated. Of course one may also try to set the flags to 0x913C in your package and check the results. I never solved my issue with the deformed mesh after using an EA object rig. Maybe it was due to the flags which I ignored back then. So I add the bones I need manually which is some work but at least the object behaves as expected. Adding all 170 bones manually will take some time, but the IK bones are likely not needed so there should be 'only' 130 bones to add.
Transferring weight may be an issue, probably to be solved first. I transferred weights successfully, but when I import it to S4S the weights get messed up again. But thank you so much for informing me about that, I'm going to start a new thread with the new cause that we discovered ♥
|
|
|
Post by SACRIFICIAL on Nov 19, 2021 9:14:40 GMT -5
I had little time so I didn't add arm and leg bones. You may use the package I provided, add 4 more bones and vertexes and weight paint it to test it. I hope the missing bones do no harm for animations, except of hands, feet, head not animated. Of course one may also try to set the flags to 0x913C in your package and check the results. I never solved my issue with the deformed mesh after using an EA object rig. Maybe it was due to the flags which I ignored back then. So I add the bones I need manually which is some work but at least the object behaves as expected. Adding all 170 bones manually will take some time, but the IK bones are likely not needed so there should be 'only' 130 bones to add.
Transferring weight may be an issue, probably to be solved first. I tried changing the flags, but the mesh disappeared completely in game, but the shadows glitch remained. Though the game didn't crash when I attempted to travel this time. Thank you so much for your help, I'll follow your instructions and hopefully I'll come up with something. EDIT: I just exported the mesh from the package itself, and dear lord!! That weight paint is destroyed! It wasn't like this before I imported it into S4S, luckily I still have the original .Blend File, maybe I can try transferring weights as you suggested.
|
|