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Post by Zelrish on Sept 22, 2016 5:23:46 GMT -5
You could indeed use boots to use one of the groups there. The problem you might have tho, is that depending on the pants the sim is using, you might have part of it that disappears. This is originally made with boots to simulate the trousers being tucked in them. Using boots you could do the trick of using your second or third group as the "leg" part of the boots while ou would have fuse both groups into the first one for the other group. Leaving you with foot + part of the leg as one group and your second mesh as the other group. I don't know if it is possible to disable the function that makes pants getting tucked into boots. Cause that might ruin everything. And I am pretty sure it happens because the pant checks the shoes and if it sees the 2nd and 3rd group in the package, it just removes it's own similar groups so that the trousers appear tucked in.
I would advise you to test this, but I doubt it is a viable solution unfortunately.
On the texture alpha part it would not turn black, it would make a transparence in the same kind as leggings so more like the color underneath would become a bit visible. But this would not be transparent.
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Post by Zelrish on Sept 21, 2016 3:01:05 GMT -5
Hi guys, So, would anyone happen to know if someone already created this or is working on it ? The idea is the same as for the sims 3. When a sims is equipping a specific piece of clothing (here shoes in the lifting scenario) the sim is lifted from the ground. Here is the old thread for the sims 3 explaining how it works : linkThe idea is basically to modify the Bones height for the rootworld, right foot rootworld and left foot rootworld by editing the BOND values of the mesh. (this is all better explained in the post I linked :p ) Actually I wanna try and see if this would be directly applicable in the sims 4 but I assumed it is not as some creators like Maddlen are not yet creating elevated shoes. But I am :p so, I can only use them with poses that I have elevated from the ground. It doesn't bother me much but I'd like to play the game for a bit and wanna use my CC shoes I also didn't find the time to quickly check if it would work or if maybe we just need to find the proper name for the ressources.. no idea, need to see ^^ Anyone interested by that "project" ?
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Post by Zelrish on Sept 20, 2016 2:05:13 GMT -5
+1 inabadromanceYou can check that fairly easily by selecting My CC in sims4studio and then click them one by one. If it shows empty in the view then it means you just have the recolor and not the mesh. Pay attention with small meshes such as accessories though. Check the titles to have an idea of what it is supposed to be as not everything has a mesh included (such as socks, tights for example). But for things like a dress, if you see the shoes and face but no body. You know you will have to google the CC to find the associated mesh ^^
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Post by Zelrish on Sept 19, 2016 9:56:10 GMT -5
Well, the flying away is because of the weight painting. There is none on the added pieces so it floats in the air and moves around when the sim moves in CAS.
The arms, disappearing, I am not quite sure. Maybe you inverted the normals without noticing. Hard to say without having a look at your blender file. (Also my experience is still limited)
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Post by Zelrish on Sept 19, 2016 9:18:15 GMT -5
Well, you have to Ctrl+J the meshes together so that the import is properly done in Sims4studio. You need to have the same number of groups in blender when you import the file back as you had when you exported it. At the moment you merge the objects together (Ctrl + J), first select your new object then holding shift, select the cloned object (top?)) you will probably lose the weight assignment (at least it happens all the time for me). You can check it by simply going back to the tab weight paint in blender. If it is all blue whatever the bone you select, then you lost the weight assignment and need to redo it. You can simply transfer the weights again following the tutorial posted by Mathcope.
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Post by Zelrish on Sept 19, 2016 8:48:25 GMT -5
The body of sims is basically handled by their clothes. That means that if you extract a naked full body and tweak it, you can make an outfit using it (like a swimsuit for example), but your modified mesh will only be used with this outfit. You can still clone and recreate a lot clothing from the game easily (if you alter only the position of the vertices on the mesh, you can probably reuse the textures without (or not much) modifications.
But you cannot create a body that will then use all the existing clothes from the game (at least not that I know)
That's why lots of ppl, handle how muscular or lean look their sims by changing the skin tone.
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Post by Zelrish on Sept 14, 2016 14:22:02 GMT -5
That's the main one I have been using. I will see how I do it, but the UV1 process is quite tricky I find. Cause in the end not the whole mesh is affected by it so I have find the most important affected part and work around it (I mean, as I don't want the heel it self to deform really) Gonna play around more and will keep you updated ^^
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Post by Zelrish on Sept 14, 2016 12:50:18 GMT -5
Yeah, I did that today. I didn't want to for whatever reason I thought I would lose time etc... Well, of course it solved all my issues at once -_- (I kinda enjoyed trying to fix the problem I had but well :p ) So, I just have to do some finishing touches and I could share it I guess. Although like I mentioned it is a mesh that goes underground and only to be used with poses with a lifted rootworld. I can still share it with some poses tho. Well I will see. The deformation of the shoe itself is still not really optimal as the Uv_1 for it is far from perfect, but if not used with fat/very fat sims it works. I will still work on it I guess (even if now I wanna convert the pair of boots I did with these heels as base XD ) Thanks for the help !!! That was pretty nice of you both :D
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Post by Zelrish on Sept 14, 2016 5:14:37 GMT -5
Alright, so I strangely managed to make use of the UV1 in game. I had to use a base game mesh, delete most of the the vertices but 2 rows, fuse it with my model and test. And finally I could use the sliders -__- It's still kinda bad, will have to improve the uv_1 apparently but that's something in the right direction. Cause so far, the toes move correctly but the seam at the ankle still doesn't adjust properly. But that might just be the vertex placement on the top of the UV1 (specifically for the ankle). Actually the top vertices of the shoe (the one at the seam, and ankle) are not moving when I use the slider. Only the leg is getting fatter but the ankle doesn't follow the movement properly. Anyway, still gonna test it and see, if I'm too lost I will post the package I guess
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Post by Zelrish on Sept 13, 2016 12:01:39 GMT -5
I completely recreated a UV_1 today and I still have the exact same issue. The shoe is not clickable in CAS so, no sliders usable. It's like the game just ignore the uv_1 I created. I modified some existing boots uv_1 and messed it up good. As expected I could still use slider on it, they were just moving a bit everything on the mesh.
But in my case, nothing. The uv_1 is ignored. Damn it really looks like I will have to shape the foot from the sims 4 one... (maybe I can cheat and only use the top first 2 row of vertices ho ho ho. let's see.
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Post by Zelrish on Sept 12, 2016 13:19:21 GMT -5
Hi,
Vertex paint was done yes. First time I didn't have it and it looked super duper weird :D So the vertex paint allowed to actually properly attached everything and move it normally. I will have another look into it but for shoes it's quite simple. Maybe I will try to add more weight on the back of the ankle for the according bones and have a look at the result.
I tried to hide the hole as a test by copying foot, scaling it down and inverting the vertexes but the seam is strangely still visible (slightly less but still)
I keep investigating but I might end up having to use the sims4 nude foot and just rework it.
PS : Not sure if I will redistribute them, cause as you can imagine from the height they go under ground. I use them only with poses that I have re-heightened accordingly. So far they are not yet usable in game. Waiting for someone to figure out the same trick as with the sims 3 and these type of shoes. (basically lifting the sim from the ground when the shoes are equipped by modifying the rootworld of the BOND ressources. Stuff I managed to copy for TS3 but I cannot figure out myself).
Thanks for the help ! :D
EDIT : Pretty sure everything happens because of the UV_1 I just don't understand why is the uv_1 simply not used in the game. Because that's what happens, it is simply not used at all. But when I re-export the mesh in blender, I find it oO Can I specify somewhere in the warehouse that my mesh uses a UV_1 map? Or can I see it in the warehouse?
EDIT 2 : Ok, so upon checking the tutorial once more, I kinda skipped the part : marking the seams when creating the uv_1 from scratch which might be my problem. Gonna try that tomorrow and see what's what.
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Post by Zelrish on Sept 11, 2016 8:17:56 GMT -5
It's weird, I create one uv_1 by reprojecting the back and front foot from the front view, and resizing them properly on the template : doesn't work IG I create the uv_1 using the method in the video : doesn't work IG.
I mean, even if I had a super wird uv_1 completely wrong, I should be able to use the sliders in game even if that would deform everything right ? Cause here I cannot even click on the shoe itself in CAS.
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Post by Zelrish on Sept 11, 2016 3:27:25 GMT -5
Well, I already applied the weight to the foot and I don't mind too much for the UV itself. It is okish enough at the moment so that it doesn't bother me.
I created the UV_1 yesterday but it still doesn't seem to work IG. I will have a look at the vid maybe I will find out some things I did wrong in the making. "worse" case scenario I will remesh the foot from a sims4 base foot as you say to see how it ends up. (they were so mean to attach one more vertex at the seam of the ankle compared to the sims 3...)
Anyway thanks for the answer, I'll keep looking into it.
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Post by Zelrish on Sept 10, 2016 13:07:20 GMT -5
Awesome !!
Thanks a lot :D
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Post by Zelrish on Sept 10, 2016 13:02:18 GMT -5
Hello,
Wanted to ask if there was any plan to include this function as the tool pose helper by Kijiko is pretty damn awesome. Makes life easier and can put more constraints where needed.
So far I could only create content using his tool, and like I would like to Modify existing content with his tool, I'm kinda stuck right now as the animations I export are using the classic rig from s4s. Maybe I can try to append the control rig ? (my understanding was that he created the tool together with you, which is why I ask here). Maybe not the right section tho.
thanks
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