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Post by Zelrish on Feb 20, 2018 4:45:55 GMT -5
This happens sometimes with different blender projects, I personally don't get why. But if you tick this button, it will work:
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Post by Zelrish on Feb 20, 2018 4:38:52 GMT -5
Simply open the package with the "my project" button and you will see the different poses in the "clips" tab.
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Post by Zelrish on Feb 20, 2018 4:33:50 GMT -5
Hi camilau123This feature has not come to the mac version yet. Is planned for the future but cannot give you an ETA
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Post by Zelrish on Feb 20, 2018 3:49:08 GMT -5
Hi fictionalviking and welcome to the forum 1. I made a simple pose, but when I tested it out on a sim, she was doing the right pose but floating in midair, haha. How do I make a ground pose, like someone sitting or kneeling on the ground? -> You might have moved the origin of the rig in object mode before starting to edit the pose in edit mode. The origin of your rig should remain 0.0.0 2. Can you close/open mouths and eyes? Say if you wanted to make a surprised pose and have the mouth open, is that possible? -> Yes, but bones on the face are usually moved through moving them instead of rotations (shortcut "g" instead of "r") 3. When you override a trait, does that mean that trait will always show up in-game as the pose you created for it? Like, if while you were playing, you went to cheats and entered the specific trait, is the pose you made what would show up or would it only show up if you did pose by name in the pose player? -> It will override it fully meaning that any call for this trait pose be it through pose player or selecting the trait in CAS will show the pose you created. In poseplayer you would need to play the trait as well (by entering the name or using the package that plays the trait list created by Andrew (downloadable on the pose player page) 4. Speaking of overriding traits, can you give a trait more than one pose? As in how many poses are allowed per trait or do you just keep overriding single traits down the list until you run out of slots? -> You can run as many poses as you want or an animation. It all depends on your Timeline in Blender. If you checked the tutorials you know that to lock the position in place you usually select all bones then use the loc/rot function (shortcut "i" then "o"). When you do this, blender saves the position of every bones at the timeframe selected on the timeline. If you then select the frame 600 for example in the time line and hit loc/rot again. That means you created a 600 frames "animation". if you don't change the position in between, it will not be animated but that is still an "animation". If the position at the end of the 600 frame was different than the frame 0, blender will move the different bones into position using the 600 empty frames in between (that means the movement would be slow as 600 is a lot). You can simply test this kinda stuff by playing around in blender and understanding how the timeline work. All to say that usually (for your question), ppl create a pose from frame 0 till for example 100. They loc rot at 0 and 100 so the pose stays like this for 100 frames. then they select the frame 120 for example create the new pose and loc/rot. They will then loc rot again the pose at 220. That means you will see pose 1 from frame 0 till 100, then pose 2 between frame 120 and 220. Between 100 and 120 will happen the change of pose with a 20 frames animation. So all depends on how long is your timeline. Also you need to make sure the length of the animation is correct in S4S but it should use the max length of the timeline by default. 5. When you make a pose pack, can you take a bunch of individual poses and make them into a pack or do you have to specifically make poses for that pack? -> you can import a bunch of poses per pack. Simply create a new swatch in your package for every animation.
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Post by Zelrish on Feb 19, 2018 12:11:42 GMT -5
Hi yettiThere is a bug for some people with the last version of S4S on Mac (candy Apple) The preview doesn't get refreshed when you import a mesh for CAS items. Simply save your project. Close it then re-open it and the preview will show the updated mesh.
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Post by Zelrish on Feb 19, 2018 12:07:30 GMT -5
Hi,
I don't have experience with objects but from the looks of it it looks like the size of your texture is wrong. Looks too big. I exported a sign quickly and the texture size was 512x512 (you are using a 1024x1024). Sooo, I know that for CAS item you can double the size of a texture without issues such as this unless you mess up the proportions but for objects I dunno if you needs to stick to it.
I guess you can try anyway. :p
Otherwise I am sure someone knowledgeable will give you the correct answer
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Post by Zelrish on Feb 19, 2018 11:56:05 GMT -5
Hello,
If you didn't change the path when you executed the batch fix it should be : Your home folder(with your name in it usually)/Documents/Sims 4 Studio/Batch fixes
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Post by Zelrish on Feb 19, 2018 11:51:32 GMT -5
Hi prettyyogiIf they are custom made, you will need to open the package through the my project button from S4S then export all the texture you want to keep. close the package Then clone whatever you want to use to create the new package (probably face mask here like everyone is doing), and then add the texture on the different swatches etc. I recommend you checking our tutorial page as you will find some very helpful ones for you and will gain a better understanding at what you can do and how. Here
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Post by Zelrish on Feb 16, 2018 8:06:13 GMT -5
You can either manually fix it by editing manually the faulty packages (might be long and tedious)
Or you can restore the back up mod folder that was created before using the batch script to disable CC for random townies.
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Post by Zelrish on Feb 16, 2018 8:03:52 GMT -5
Hello,
Please refer to the tutorial section of the forum. You will find plenty of help there.
Once you have a more specific issue, feel free to post it here.
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Post by Zelrish on Feb 12, 2018 2:19:11 GMT -5
Good to know you had it work. Enjoy
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Post by Zelrish on Feb 9, 2018 2:46:45 GMT -5
In my opinion you uv_1 for the belt in one line of vertices too high. You have 3 lines of vertices on the uv belt and they are "mapped" with the corresponding shirt vertices but one line of vertices too high. It's kinda hard to explain Best example is on this screenshot (which correspond it seems to your screenshot) You can see here that although both vertices are almost on the same spot, the vertex from the belt match a vertex a bit too high from the shirt. I would have it fit with the one (from the shirt) below on the uv. Although this is actually only my hypothesis based on my understanding of sliders. I am not 100% sure this will fix the sliders in game as they are still on a similar x axis. It could be they simply don't benefit enough from the belly slider as they are not on the same y axis as the vertices at the same lvl from the shirt.
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Post by Zelrish on Feb 7, 2018 5:17:28 GMT -5
Hi, marybeth719you would probably need to go and delete the studio .plist and the .sfl files from the application support folder. Those files are located in your user's Library folder (which is a hidden directory) Google how to access it and then do a research for sims4studio in that folder to have an idea of what lingers in the local folders. It should find the sfl files but the plist you might have to go look for it manually in the preference folder (still in the hidden local library folder). You can delete those files safely, then close your session. Log in again, empty the trash (in case it didn't work before login off). Reinstall or just start Studio and it should work better. If still not, you might have to check in your console (in the utilities) for what's going on. you can also check the error report from studio crash in Documents/sims4studio/logs You can also create another user on your computer and try from that user to see if it crashes as well. But it should not.
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Post by Zelrish on Feb 6, 2018 5:40:57 GMT -5
Hi SZNS , This is related to the uv_1 and potentially vertex paint. For the sliders to work perfectly you usually need to have a really clean uv_1 You can check those tutorials for more info: here, here and here
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Post by Zelrish on Feb 6, 2018 5:33:13 GMT -5
I am glad you were able to fix it
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