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Post by Zelrish on Nov 21, 2016 5:33:10 GMT -5
Alright, so after multiple tests during the weekend I found out I cannot modify the offset of the bones as a slider because it deforms the affected body parts. (It doesn't behave the same way as in Blender with this solution. To be more specific, it behave like in blender if I choose to move bones around in pose mode. What I want is to move the location of the bone in EDIT mode of the rig)
What I would need then is to replace the default adult female rig by a modified version. Anyone has an idea where to find the game rig so that I can modify it? Could it be done with s4s?
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Post by Zelrish on Nov 18, 2016 3:00:40 GMT -5
Hi there,
Does anyone know of a way to modify the active rig in game? I am working on some modifications that require me to shorten the legs mesh. As a result I need to translate the bones R_calf and L_calf on the Z axis or I see slight deformations in game.
So far I have been trying to tweak someone else's mod (multiple sliders mod by Simmythesim at MTS). I tried changing the offset on the Z axis of the bond ressource of one of his sliders. (here I modified the neck slider so that the bond ressource affects the calf bones instead of the neck). The problem is that changing the offset from the Z axis actually doesn't move the bones up. Looks more like they move on the Y axis instead. But the X and Y axis work both properly when modifying the Offset. I just don't seem to manage to move those bones UP.
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Post by Zelrish on Nov 14, 2016 4:33:14 GMT -5
Your bug interests me a lot as it could help me work on another mod I would like to make.
Would you mind posting the package with the problem?
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Post by Zelrish on Nov 14, 2016 4:13:54 GMT -5
I had a look as well and it is as Inabadromance pointed at.
You have not locked the pose for the rig (you only did the controlled rig) Also when you save the file it is important to have the rig selected. (as described on Ina's post)
I would add that an end keyframe is not necessary for a single pose. If you add one the game will simply loop to it which it will do anyway with a single frame.
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Post by Zelrish on Nov 3, 2016 4:20:59 GMT -5
Having had this exact issues many times I can say this was 100% remove doubles on the appearing seam after merging groups together (happens to me a lot when I divide my meshes to tweak the weight painting and then regroup them)
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Post by Zelrish on Nov 2, 2016 9:39:36 GMT -5
Hey Feyona,
I found it before already but didn't try it as it is not made to unlock the locked menu for aliens but to allow you to modify skin and such without having to enter the cas.fulleditmode cheat with any sims. (when you modify in CAS) By definition it doesn't suit my needs. But I should still try it out of curiosity, considering it is unlocking the hidden menus without the cheat cas.fulleditmode for humans, maybe it could unlock the "disabled for alien" skin details menu. I will test tonight and see.
EDIT > tested, doesn't work
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Post by Zelrish on Nov 2, 2016 2:55:29 GMT -5
So I changed the tag and ticked the occult one for some make up stuff that were not available to alien and it didn't change anything in game. They are still not available. I guess there is a bit more to it than just this tag.
Also aliens have the whole menu "Skin details" greyed out in CAS as : "disabled for aliens", which is the main issue. The whole category is unaccessible for them, so ticking an alien box is not gonna solve it.
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Post by Zelrish on Oct 31, 2016 2:28:24 GMT -5
Hello there, As I don't have the game installed either I can only show you an example of what to do with another program (is this example with chrome)
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Post by Zelrish on Oct 31, 2016 2:10:50 GMT -5
Thx inabadromance I wasn't sure that this Alien tickbox in Occult was what was allowing CC for the aliens or not. I thought it was some kinda tag but not the one restricting the appearance of the part in CAS. At least I will be able to make sure that all the CC (make up etc) is available for aliens. I found some default human skins available for aliens yesterday so it's already something. They don't look as good as custom skins but well, the skin detail menu being locked, for whatever reason btw -___- it still allow me to work with something :D Would still be nice if someone knows how to unlock the locked skin details
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Post by Zelrish on Oct 30, 2016 14:35:16 GMT -5
Hello :D
Anyone know what can be modified from a skindetail package (skin overlay) so that I can render it accessible for Aliens? It's really bothering me not to be able to give my aliens any skintone I want. I have some alien sims I want to "humanize" but don't know what to change or where to make them visible for aliens.
Or if anyone could point me out how to transform a custom skintone into a default skin for aliens would totally do the trick for me :P
Any tips for this kind of idea is welcome. Thanks
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Post by Zelrish on Oct 25, 2016 10:03:23 GMT -5
I think that the ninja with the sleeveless shirt and chainmail underneath looks the best. But the 2 others are not bad either !
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Post by Zelrish on Oct 25, 2016 9:56:20 GMT -5
Hey I played 2070 as well like 4 years ago I think while I was sick with a heavy flu for 1 week. That was cool I loved it :D
Otherwise at the moment I play, Overwatch with friends or How to Survive 2. Total War Warhammer on my own and I have to finish Satellite Reign as well -___- (just one map left xD )
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Post by Zelrish on Oct 25, 2016 9:48:50 GMT -5
Hello there, This looks like a conversion from TS3 to TS4 with some cut numbers issues (they really loved to separate this damn finger in TS3) This tutorial will give you informations about cut numbers. The mesh from the Sims 4 you extracted has specific cut numbers. Studio will expect them when you reimport the meshes back. If they are missing, studio will display no mesh for the corresponding cut number. So you need to set the correct cut numbers for the different groups of your mesh in Blender.
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Post by Zelrish on Oct 25, 2016 9:39:55 GMT -5
Hello, You have no uv_1 so those gaps probably appear because of this. Also it is maybe not mandatory but I believed full body meshes were always made of 3 groups (because of boots). Someone can maybe confirm that (although it would work in game anyway). I also personally find the weight transition between clavicle and shoulder_twist bones quite abrupt. This might not help with the visible gap. I would still fix the uv_1 first using this tutorial and see if there are still gaps. PS : I see the same weight "abruptness" (no idea if that word exists xD ) with the weights at the elbows.
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Post by Zelrish on Oct 21, 2016 3:28:49 GMT -5
Oh my god. Opening Feyona's reupload of my file I can see the option. So I selected another vertex and the option disappeared. Then I understood what I was doing wrong this WHOOOOOOLE time.
The problem was the way I select one vertex. Because of sometimes unwelded vertices I always use the "C" shortcut to select "single" vertices. Well that was the problem. I completely forgot I could simply right click to select a vertex -__________-
Thanks everyone for your help on this one :D Now I can fix the mesh I wanted to fix ^^
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