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Post by Zelrish on Oct 10, 2018 2:18:35 GMT -5
They might try to consider the reason why would the sims community trash them all the time. They permanently face the comparison between Ts4 and all the other games, and when they half release stuff that were included before or whatever, well... people see they obviously are cash grabbing. And it's EA so cash grab and milking is a second nature.
And on topic being blocked by a sim guru, it is indeed weird. I'd say like Mysticmodder, either mistaken identity or whatever reason. I guess it kinda sucks if you're into tweeter though :s
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Post by Zelrish on Sept 26, 2018 2:06:28 GMT -5
You can have a look at this tut which will give you tips on fixing weight problems. But all in all it comes with practice.
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Post by Zelrish on Sept 26, 2018 1:56:04 GMT -5
Please go through the meshing tutorial here to understand what you need to do when meshing. You will find the explanation for both uvs
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Post by Zelrish on Sept 25, 2018 4:40:16 GMT -5
Hi there almasy87 , I am no hair pro at all but from what I checked by exporting a couple base hair meshes was that every time, the object with the cut number 2 was the one that had the most geometry hence the real hair cut with no hat. cut numbers 0 and 1 are 2 different meshes used to fit hats. (I guess different hats). So in your case you will need to do the same. the main one should have cut number 2 and the 2 others meshes should have the cuts 0 and 1. You might want to regroup some of it into one mesh group with the cut 2 then, in order to at least display the full hair when having no hat, but I don't know how the game displays/hides mesh groups when not using a hat so this might not be needed. But from your tests, it might be needed xD. BUT my conclusions are based on the clay hair from EA. It might apply a bit differently for alpha hairs.
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Post by Zelrish on Sept 25, 2018 4:25:47 GMT -5
I am not sure how different are default eyes.
I would try opening the package and edit the CAS Parts in the warehouse to change the body type category from eye color to face paint (which is the commonly used category for CC eyes). I think that should pretty much be it.
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Post by Zelrish on Sept 25, 2018 4:09:53 GMT -5
Hello hiroki3 You can either use the button : my project from the sims4studio welcome window, open the package containing the mesh you want to rework and then export it. Or you can add the package to the Sims4studio mod folder located in ~/my documents/sims4studio/mods -- restart S4S if it was opened -- and then create a new package by cloning this CC package. Of course in case you want to publish the result, you will need to check the TOS of the original creators, get his approval or simply keep it for yourself.
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Post by Zelrish on Sept 25, 2018 4:05:12 GMT -5
Hi,
You will need to be more specific on what you are doing and how it is not working. What steps did you take etc..
Sharing the package and blend (if necessary) would help us understand you problem. Screenshot could possibly also be helpful.
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Post by Zelrish on Sept 25, 2018 3:56:27 GMT -5
Hi blackwolf10799Considering the way you did it, you will have to manually redo the uv map to fit whatever texture you will create for these hairs. But maybe I am jumping the guns. You said you have 2 uv maps. That would mean you didn't merge the two meshes together? If not then you need to make sure both meshes have the save uv map names before merging them together, then you will have both uv maps merged together and you can rearrange them to your convenience. In any case you can always delete the maps and recreate them by unwrapping again. And to add files to your post you first need to upload them somewhere such as, google drive, onedrive, dropbox etc and share them through a link.
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Post by Zelrish on Sept 25, 2018 3:48:21 GMT -5
I got a question orangemittens I didn't have the occasion to use this functionality yet but what about the other informations on the CAS Part? If you configure a first swatch fully, with display index, sort layer, composition method etc. Will the imported swatches duplicate those settings (the same way they do when we add a swatch)? And what about when you replace the existing ones? If you had 2 swatches before import and you will overwrite them with the imported ones, from which of those would it take the CAS Parts informations? The one currently selected? Do you need to first select an existing swatch so that the imported ones will be added using the same CAS Part informations?
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Post by Zelrish on Sept 24, 2018 3:51:17 GMT -5
Hi there, I am no hair expert but I am pretty sure there are more mesh groups as one in a hair mesh. Also what is the problem exactly? You cannot import your mesh into Sims4studio? Or nothing changes when you import? If yes, then it is a cut number issue. Have a look at this tutorial
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Post by Zelrish on Sept 24, 2018 3:30:46 GMT -5
Hello there. Creating a custom animation is no big deal (a good looking one though.... is another story). You can look at some blender animation tutorials. (it's basically creating multiple poses after another and blender do the movement from one position to the other by itself). Creating a custom interaction is more challenging as there are no real tutorials for that. It requires knowledge in python coding and more. But if you use an object to start the animation then, you can have a look at the 6 part video tutorial from Necrodog here
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Post by Zelrish on Sept 24, 2018 3:25:47 GMT -5
Hi there,
I am not quite sure why you would want to delete half the vertex groups/bones even if they are not used. I redid the weight transfer from a top to your chain top object and it reimported without problem.
Simply don't delete the empty bones. They are empty... they will not impact your mesh. (unless you mess up the cleaning step for example). If you wanna transfer weights without issues, you can do it from the version 2.70 of blender. You will not need the extra step and it never creates problems. (pretty straight forward)
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Post by Zelrish on Sept 24, 2018 3:00:24 GMT -5
Well, there is no reverse batch as this is the reason for the backups.
You will unfortunately have to manually tag them back then.
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Post by Zelrish on Sept 24, 2018 2:52:14 GMT -5
You first need to extract the blend from the object you want to add
Then, you need to use the append function from blender.
In object mode, go to File - Append Then select the blend of the object you want to add, go in the object folder and add the "studio_meshes" (1, 2 ,3 etc)
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Post by Zelrish on Sept 24, 2018 2:48:16 GMT -5
Hi wololol I cannot access your files as they are apparently encrypted. The issue here is that the uv of the jacket overlaps the uv of the visible skin because the EA jacket uses some space on the uv map that, as you can see, is also used by a normal top. You will need to adjust the uv map of your jacket so that it doesn't visibly overlap (overlapping is ok when not visible). So you will probably need to reduce the space the uv takes in the middle. You will also need to edit the texture accordingly or it will not change anything.
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