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Post by Zelrish on Oct 6, 2016 8:57:43 GMT -5
I thought you could export the geom and rename them as simgeom to import them into Milkshape through the old plugin from the sims 3. That how I started modding on the sims 3 and that was srsly a pain in the rear. (Did not work half the time).
I think the best solution is anyway to install the game to be able to launch s4s but that is a really old computer. It is possible that it doesn't want to install because it doesn't meet the requirement. If it lets you install on the other hand then go for it.
PS : I didn't know that s4s mac didn't require the game installed. Gonna try that right away!
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Post by Zelrish on Oct 6, 2016 8:51:20 GMT -5
So, I managed to have the issue as well. But now that you subdivided and weirder stuff happens I am a bit confused. Still, ply check my screenshot : Check that you have a col that is created when you try to paint vertices. You can delete the existing one if you have one and try to paint something, it should appear directly. Also check that the option at the bottom is not ticked otherwise, you cannot paint if the cube is not selected. Maybe you can reupload your file with the 1/4 faces painted to see how it is displayed or other ppl screens.
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Post by Zelrish on Oct 6, 2016 7:39:06 GMT -5
Your file works for me. also as a side note it is better to work with more vertices with vertex painting. Subdivide your cube and try again maybe. (your cube was painted full white but the bottom face btw)
Does the weight painting works ?
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Post by Zelrish on Oct 6, 2016 7:24:59 GMT -5
Well, concerning the back, your UV might be overlapping the pants area. For the front, it is most likely the the uv_1 needs some work.
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Post by Zelrish on Oct 6, 2016 4:39:52 GMT -5
Yeah but that's not what I need. Or kinda but I need this same list with the corresponding instance.
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Post by Zelrish on Oct 6, 2016 3:00:52 GMT -5
Hello, To add Kijiko pose helper rig in the choices of rigs when exporting to create poses. That would allow modifying existing poses using the constraint she created. The import back already works (just couple additional things to do with the locrot and select the rig when saving).
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Post by Zelrish on Oct 6, 2016 2:45:54 GMT -5
Hey Yuripuda. It is as Feyona says. On the other hand you can use s4pe without having the game installed and see the content of your package. You could then export the geom files from it and work with them in, I suppose, Milkshape.
EDIT : Otherwise you can install the sims 4 you don't need to launch it to use sims4studio. You will be able to edit the package.
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Post by Zelrish on Oct 6, 2016 2:42:40 GMT -5
Hi there.
I am still working on trying to lift my sims from the ground to exploit the shoes I am modeling in game. So far I managed to tweak something yesterday by modifying the height sliders from Simmythesim. I am quite happy it worked out but it is applied to the rootworld itself which makes it affect all the actions of the sims. I mean by that that the hands are often not touching what they are interacting with. Also sitting on a chair makes you float over it etc. So I need to do it the same way it was applied in the sims 3 which means, elevating the toes, ankles, then knees etc.. There is about 16 different joints to elevate like that I believe. But I am not sure if the TGI are the same for all those joints so I would need to compare the lists.
Does anyone have such a list for the sims 4 ?
I had a quick look at the xml extractor yesterday but I would need to take way more time to find them in all that data (if they are contained there)
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Post by Zelrish on Oct 5, 2016 4:52:07 GMT -5
Damn this is soooo coool. I think I will HAVE to try and get into all that :D That would be a good way to play and learn more about baking and blender's possibilities.
Awesome !
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Post by Zelrish on Oct 5, 2016 2:16:15 GMT -5
How does it look from the other side in s4s (and in blender)? Transparent or you have the texture as well ? Seems that the texture is simply applied on both sides of the mesh which could be normal if the picture is just made of a plan and the doublesided option is set to 1 in s4s The normals could maybe inverted on the plan as well maybe (but it should not display like that in blender then.. still woth checking)
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Post by Zelrish on Oct 4, 2016 15:33:25 GMT -5
Classic pumps (matt)ATTENTION : Those shoes have been created with the heel going under ground !! They are meant so far to be used for poses. You need to elevate the rootworld of your poses on the Z axis by 0.076 in Blender to have the shoe properly appearing at ground levelI will post some compatible posepacks later. Also please take note they are not perfect and some clipping will appear when modifying some sliders. I couldn't get them to work perfectly after tons of tries.
Credit to MrAntonieddu for the original mesh from TS3
EDIT : You might be able to position your sim at the proper height when posing by using the teleport any sim mod. You would need to put the statue in place where you want to pose then lift it from the ground by using the bb.moveobjects cheat and then teleport your sim and pose. I didn't try that yet so I cannot give you from how much in game it should be risen to confirm but I will try doing this soon. #highheels #heels #pumps #shoes
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Post by Zelrish on Sept 30, 2016 2:01:38 GMT -5
Meh, of course -__- well, back to the usual way then. Still good to know
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Post by Zelrish on Sept 29, 2016 4:29:19 GMT -5
Damn, I didn't know this trick. I gotta test it on boots :p Thank you Ina
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Post by Zelrish on Sept 28, 2016 10:32:58 GMT -5
From what I saw on the original package you had uploaded, you put the uv directly on the nose. I didn't do accessories but I doubt they are supposed to be located on the face at all. Found the file with the locations from Brujah : hereIf located elsewhere you will have overlapping textures
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Post by Zelrish on Sept 28, 2016 7:59:23 GMT -5
It's a weight issue. You don't have any on your mesh (I suppose. I didn't have a look at the file)
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