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Post by Zelrish on Jan 14, 2019 6:08:33 GMT -5
Agree with Mauvemorn above. This is a cut number issue. Please check this link to understand your problem.
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Post by Zelrish on Dec 20, 2018 4:28:04 GMT -5
@mooneonnature Please take into account I checked your last package before giving this feedback.
The physique deformation is because you didn't do your uv_1 (using the uv_0 for the uv_1 cannot work) So you have a properly deforming uv_1 for the original sim parts that you kept but EVERYTHING else has a wrong uv_1 which lead to wrong deformation when using the sliders. On the other hand, the arms should have normal functioning sliders so you can set their thickness as you wish in CAS. Use this tutorial to fix your UV_1. Second point: You have 0 weight painting on the mesh, it was posted before but follow this tutorial to redo the painting. I would also advise you to reimport the sim body parts from a naked sim as the weights are gone from the EA naked body as well in your package. So, to summarize: first, delete the EA sim body part of your current mesh. Then do the transfers (weight and uv_1)for all your piece (all those armors piece etc.) and finally reimport an EA sims' body, make it fit your mesh as you did by deleting unnecessary geometry and that will be it.
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Post by Zelrish on Dec 20, 2018 3:19:09 GMT -5
Hi vividI believe you need to edit the slot rays to adjust the position of the bones you want. Never really looked into it though or to be more precise I failed, a while ago. Don't think there is a tutorial about that editing them. I would advise to clone EA meshes which have it and one without to try and find where the change is. You can also look at this documentation for a beginning of understanding about slot rays.
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Post by Zelrish on Dec 20, 2018 3:06:29 GMT -5
Hi feralpoodles (damn, wild poodles O_O) The normals are simply flipped on the "odd" one. Select the full left earring on go to menu: mesh - normals - flip normals.
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Post by Zelrish on Dec 18, 2018 6:01:29 GMT -5
Hey I kinda like the story behind my username for once :p So about 5 or 6 years ago, I was living in Ireland and I started playing the beta of the game "Secret World" (now Secret World Legends) and that game takes place in our contemporary world with some of course supernatural changes. That means you could create your character and have him dressed quite normally. While customizing my avatar, I found a combination of sweat pants and sweater that reminded me a lot of many Irish lads in the streets here and there. I decided to make my avatar Irish then by using those clothes and making him ginger :p (cause.. well xD lol) And I named him ZeIrish (with a capital "i" so Ze irish (Ze being a poo french pronounciation of The)). I quite liked the name as I was living in Ireland myself, so, somehow it made sense. so I reused it on the next game. But, I wrote ZeIrish with a capital i and the game's font, the I looked like an l (small L) which created a lot of confusion in that second game (vindictus) as people exchange stuff through mail and you have to write the name of the other person. And everybody had it wrong. On the other hand people started calling me Zelrish with an L and I liked how it sounded. So that's what it became I embraced it I don't know, I find it cool that the username evolved like this ^^
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Post by Zelrish on Dec 6, 2018 9:42:02 GMT -5
Hi giyun2233 Have a look at this
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Post by Zelrish on Dec 6, 2018 7:24:47 GMT -5
Hey there nibbles131 If you mean by that adding specific recolors to lots of different haircuts from the game. There is no easy way to do it as you need to manually edit every texture. That means editing every package by hand yourself. The colour palette would not bring you much help (unless you add a lot of swatches) but will still potentially shorten the process in S4S.
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Post by Zelrish on Dec 6, 2018 6:47:29 GMT -5
This "solution" works but it will not look good. Because the weights are different on the female body as they have boobs.
The best would be to adapt a bit your male mesh for female (in the chest area) then retransfer weights and uv_1 from a female reference mesh.
That way, you will have a nice result.
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Post by Zelrish on Dec 6, 2018 3:43:28 GMT -5
The weights indeed seem to be fine. Couldn't find a non welded vertex that would be messing things up. It maybe has to do with the base mesh you used.
Maybe try using a different base mesh to clone from. And eventually to re-transfer the weights from another mesh as well just in case. For good measure :p
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Post by Zelrish on Dec 6, 2018 3:27:36 GMT -5
Hi there jezzster64 More than deleting the textures you messed up the normals which is giving you all that transparency. Appart from that, your new mesh has: No cut number (which is why it doesn't import) and the wrong number of objects/cuts (you need to keep the same number of objects/cuts in your blend or you won't be replacing them at the re-import. Check this tutorial for more info on cut numbers.
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Post by Zelrish on Nov 12, 2018 5:12:43 GMT -5
From my experience when I try to import an "HD" texture I save before and after every import because S4S crashes regularly. As afore mentioned it was not developed for Higher resolution texture so it crashes often. It is "normal behaviour".
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Post by Zelrish on Nov 8, 2018 5:16:30 GMT -5
The MCCC does work for that but it is not very comfortable to use as all the extra sims in the household don't have a portrait for quick selection. So it can be tedious to use at times.
EDIT: after testing it again yesterday, you actually get a portrait now for all the sims you add. But they get smaller and smaller. So it works not bad at all
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Post by Zelrish on Oct 18, 2018 13:58:51 GMT -5
Happy to help
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Post by Zelrish on Oct 17, 2018 12:05:14 GMT -5
Nah, you can easily fix it for sure.
I once posted the details on how to fix that but have no time right now to look for it or write it again. At worst just share the blend, and I can fix it for you when I come back. Later
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Post by Zelrish on Oct 17, 2018 11:59:26 GMT -5
Soo, I redid the weights, and it was probably not that impacting in the end but yeah, the issue remains. I think it has to do with simglass and it's properties. Maybe it needs edges or something. I am just speculating at this point which will not help much. Maybe annabluu can help as a hair expert :p
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