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Post by Zelrish on Apr 15, 2017 10:27:12 GMT -5
orangemittens No worries about the forgotten post. Happens. You make a good point, I will try to check out as many animations as possible to see if those bones are used by in games animations. If I don't find any, I will have my answer I guess ^^.
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Post by Zelrish on Apr 15, 2017 10:23:03 GMT -5
Hi,
Your mesh is split into 2 objects with 2 different cut numbers on the lod1 only. All your other lods have only one object. So, I'd say that's the issue ^^. simply merge the 2 objects on your lod1 with cut number 0000, re-import and you should be fine.
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Post by Zelrish on Apr 15, 2017 10:15:37 GMT -5
Hello,
In s4s with you pose package opened go to the clip tab, simply click on the add button on the right side to add a new clip. Then import another blend for another pose.
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Post by Zelrish on Apr 15, 2017 5:16:13 GMT -5
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Post by Zelrish on Apr 14, 2017 5:12:50 GMT -5
Hi, the picture I uploaded was after I modified the vertex paint as I mentioned. There is 2 taint of green in the picture that you have not on your mesh. Anyway as I am home today I went ahead and tried it out and it worked out : It is also possible that the simple fact that I created a whole new package to import the blender solved the issue for whatever reason ^^.
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Post by Zelrish on Apr 13, 2017 7:05:21 GMT -5
I didn't know much at the time so I could not try it.
But like I said, last week, I could not select a piece of clothing to test the uv_1 on a mesh and it was a vertex paint issue. Of course because I had forgotten it. So my guess here is that for whatever reason the game is not "seeing" the vertex painting on your mesh either as you cannot select the sliders through the dress. Hopefully it helps (it's not complicated to change, just select all the vertices from the dress then switch to vertex paint mode, click on the red and white icon at the bottom to activate the vertex selection. Choose the color on the palette and shift+k to apply it)
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Post by Zelrish on Apr 13, 2017 6:03:22 GMT -5
I had the same issue in the past but could unfortunately not fix it at the time. UV_1 was made and good and vertex paint as well but the sliders were still not available in game. I recently faced this problem and I had forgotten the vertex painting on my mesh. I see that you did it here. But I would suggest maybe to change the vertex paint on the dress itself. You can change the paint to 007F00 and keep the skin the way it is to see if the game take it into account now. You should get something like that in blender
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Post by Zelrish on Apr 13, 2017 2:41:07 GMT -5
Hi there, Is there a way to unlock the bones : b_CAS_jaw_comp_ and b_CAS_lowermoutharea_ in a similar fashion to those? Was working on tweaking an animation and although the jaw is moving properly, as described in the post, those specific bones that I animated in blender are not moving when in the game. thanks PS : I create a thread for it as my post in the original thread was never seen.
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Post by Zelrish on Apr 12, 2017 5:53:51 GMT -5
You cannot directly do that. The couple people who managed that where using ninja ripper to extract the IG sim meshes and textures.
So it is manageable but through a lot of research and effort on reorganizing what ninja ripper gives you etc. Of course the models would not be rigged and so on.
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Post by Zelrish on Apr 6, 2017 7:38:04 GMT -5
Hello there, I managed to reach a satisfying result in the end, I guess I was simply being too picky. Anyway, I ended up doubting my post as I was tired and frustrated when I posted it. so, I double checked my statement before posting anything and it appears there is a micro-issue. I didn't check if the issue scales but here is what I found (it is really a tiny mistake which might actually change absolutely nothing in game but here it is) Here are the materials you asked for, orangemittens The blends and package are hereThis first screen shot is from the file : test weight_edge split_weight copied.blend This 2nd screenshot is from the re-export blend. Also all was done with 3.1.1 Harmony from S4S
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Post by Zelrish on Apr 6, 2017 6:57:24 GMT -5
Hi guys,
Quick question here : Is it possible to make the specular texture follow the sort layer order? So far it seems to me that the spec will always be atop all the layers regardless of the sort layer from the CAS part.
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Post by Zelrish on Apr 4, 2017 6:51:09 GMT -5
Solved it by starting again from scratch. From what I found it was due to a rotation I did on one of the tight bones to move the leg and see how the mesh moved (regarding the weight). It would seem I didn't reposition the mesh properly and later on I had this mesh imported in S4S and I re-exported it cause I was struggling with the weight painting. When I did this re-export, the leg that was not rotated back properly on the previous blender file was apparently re-exported with the slightly bad positioning. Which was considered then as default position hence the misaligned vertices. I mixed too many things I guess. Anyway, all fixed now.
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Post by Zelrish on Mar 31, 2017 13:58:25 GMT -5
Hi guys,
How does studio import the weight painting from blender? I have been trying to fix a small clipping in a dress I tightened but whatever I do regarding the weight assigned to the different vertices where I encounter the issue. Nothing fixes it. It is fine in blender but every time I import in s4s and check in the game it behaves exactly as before. Nothing changes. Also I re-exported from s4s to blender to see that the weights were kinda all different (I mean, they were not exactly the values I had in the other blender file that was imported. Not completely different but still).
So, I don't know how to fix my small clipping issue then as whatever modification I do doesn't seem to carry on in the game. Any advice? Thanks
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Post by Zelrish on Mar 31, 2017 4:11:19 GMT -5
It could be because I worked on a mesh from a non-updated version of the game and implanted it in an updated version of the game. I have a slightly older version here at work and I have no problem when I export the red dress from bella Goth.
When I did it from home yesterday (I exported the same dress) I had an alignement problem right there in blender... That, or I was too tired and did something wrong.. (could be that) Meh I will have to see during the WE but this is weird. (I only recovered the blender from work and created the package at home, so using in the end different versions from studio. THAT might actually be the issue (maybe) (a mac version and a windows version) I will assemble the package at work as well to test it as I cannot reproduce the issue from here..
EDIT : I am saying poo -__- I have reproduced the issue but it is not the same piece the mesh that is going wrong here.. I think the issue comes from my blender file. I will scrap it and start again from a fresh export.
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Post by Zelrish on Mar 30, 2017 16:47:36 GMT -5
Hi there,
Did the last update fucked up some alignment for legs or something? I noticed multiple CC I have been using for a long time now have an apparent seam only on one calf or at the ankle lvl. I am pretty sure it was not there before as it is quite obvious. Not sure if I should fix it or this has something to do with a recent patch
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