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Post by BTM on Mar 29, 2018 8:47:27 GMT -5
I almost forgot to say this. Besides that, if you want you can share your .blend file and your .package file so I can give it a shot on my own. It won't take more than 15 min to transfer a few weights (if there are no any other problems).
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Post by BTM on Mar 29, 2018 8:13:36 GMT -5
Those tutorials you can find on that index are the most helpful you'll find, but I'm doing this to give you a short and clear explanation (almost I'll try so). Well, to understand what weights are just imagine a human body. You have bones and when these bones move, the part of your body related to it moves too. At videogames every animation is related to a rig, a skeleton. When you create a pose or animate something, you give this animation to that rig. Give a look to this handsome guy so you can understand it. Look at the arrow, the selected bone's name is Pelvis, and you can see how that guy's pelvis is remarked on red. When you paint weights you tell blender which vertex should be related to which bones, so when that bone moves the vertex are moved too. Blue colour means 0, that part is no related with the group you've selecting, and red means 1. Intermediate colours are part of that gradient (yellow is near 0.8, green is 0.5 ...). Now let's go to your case, the bed's one. Here I got a bed from S4S. You should do the same with yours. The first arrow points to "mesh 1". You should know that many objects (and CAS items) are made by more than one group. Right click on the part you're interested to edit, blanket and pillows now (make sure it has some kind of orange line rounding the mesh), and click on the bottom button that says "Object Mode" (pointed by second arrow). Now select "Weight paint". You'll see that your mesh is dark blue now. At the right part of your window select the triangle icon son you can see the vertex groups of your proyect. Below that there must be a list, like the one that's surrounded on the image. Give it a look, it has many elements named "Blanket Top L" or "Blanket Mid L". And see how the mesh is red-painted where it should be. You have to do the same with your custom bed if you want it to move. If you do the same with your bed, you'll see that it's entirely blue, no matter which group you select. If you've understood this and you want to try by your own, I recommend you to try this weight painting on some CAS item, almost until you fully understand it. Sorry if it's not clear enough, but my "teaching skill" is like -2 jajaja (not to say that I don't speak english).
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Post by BTM on Mar 29, 2018 7:30:33 GMT -5
Don't worry, everyone has to have it's first time. I'll try to explain this with a quick tutorial, give me a few minutes. Even so, I recommend you to go to this tutorials index to start. I know it's pretty long jaja, but it would be a nice beginning. If you don't want to read a lot or you're on hurry just go to the part related to Objects, but they may assume that you have an intermediate level of Blender. Give it a shot while I try to explain what weights are and how to edit them on my own. Good luck! We'll surely solve this.
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Post by BTM on Mar 29, 2018 7:09:14 GMT -5
Hi! Have you adjusted the weights of your mesh? I'm not a blender nor sims 4 studio wizz, also my english is horrible, but as I know, weights adjust what parts of your mesh moves whenever they have to. If you don't adjust them your object won't move. Have you ever created anything for CAS? If you've done so, you should know what weights are. Hope this helps and don't be afraid on asking whatever you need to solve this (I don't really know so much, but I'll try if you need so).
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Post by BTM on Mar 28, 2018 22:42:34 GMT -5
It looks like there's still a lot to learn for me... Well, step by step we build our paths. Many thanks !! I hope my content can fulfill everyone's expectations, even if my level is so bad.
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Post by BTM on Mar 28, 2018 22:28:12 GMT -5
There's no mistake on trying to help someone, don't worry. And I hope too that anyone with the same problem can read this to solve it. I recently created my own tumblr to share content, and I chose english as it's language, so it's going to be pretty difficult for me jaja. My only purpose is to create content that might not be anywhere else and let people enjoy with it, and you help me to create that content so you have your own part of the merit. And I still don't know what exactly are the "uv_1" and "morphs", so I can't tell you how...
Thanks again.
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Post by BTM on Mar 28, 2018 21:38:12 GMT -5
I edited my last post to add this but it looks like inabadromance replied while I was writing this, so I think its more apropiated to leave this to the end of the thread. I'm spanish so it takes so long to me to write anything clearly... And yes, to clean it was the solution. Thanks anyways! "Some minutes after posting this, I tried clearing the vertex groups as brujah said in his tutorial and it solved the problem. I've tried importing and exporting to ensure and every group is on it's place. I can't tell how ironic this is... I have read that tutorial a few times, looking for a solution for this (and also was there where I learned how to transfer weights) but I didn't care about cleaning. The solution was always in forward to me. Well, the fact is that this looks solved, I've already tried it in game. And I'll care more about cleaning groups from now on. Many thanks !!"
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Post by BTM on Mar 28, 2018 20:49:55 GMT -5
It's been a long since I read your post and I've been looking for a moment to try it. I'm using Blender 2.76, but I'll try with any 2.78+ version now as the second tutorial you posted didn't work to me. Anyways, I really appreciate that you tried to help me . Also, I don't have experience enough to understand what you're talking about in that second paragraph, so I'll need a quick tutorial if it's possible. For now I'll try restarting with an old save of this mesh and to tranfer weights, I hope that works, as this mesh messed up almost a month ago, and I'm using the same one, which may have some data it shouldn't have. Thanks again for your help!
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Post by BTM on Mar 28, 2018 13:17:59 GMT -5
Hi, this is my third thread asking something, but I haven't found a solution for this either. However, if it can help other creators it will be worth. Sorry if this has been already asked. This is Frost, from Warframe (his body at least). I've spent a while painting it's weights and when I import it to S4S and try it in CAS it's absolutely distorted. Then I tried exporting the mesh from the package and weight groups were all messed up. It looks like S4S does something with my mesh (or I'm doing something wrong). Last time this happened to me it was on my last creation and it's pelvis was flying over CAS. I exported the mesh, edited it and re-imported with success. This time I've done the same, using weight transfer to get the vertex groups from the first mesh. When it looked nice, everything normalized, every bone in place, I imported again to the same package, exported to check and... Well I've also tried transfering weights one by one, but the best I've got is this one. I think I could re-paint every group again, manually. But better not risk without knowing it will work. What I'd like to know is why this happens and what am I doing wrong, or how can I solve it. I have experience with Blender, but only meshing, I don't know nothing about rigging, weights and those things. I'm letting here the .package and the .blend file before import, with all weights fine. Package: www.simfileshare.net/download/485548/Mesh: www.simfileshare.net/download/485547/By last, thanks to all of you and sorry if I'm causing any trouble and if my english is too bad.
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Post by BTM on Mar 26, 2018 7:32:44 GMT -5
Just a few minutes after the last post... I've tried what I said and it solved the problem completely. I selected the jaw zone, everything that had those "transparent edges" and did what peacemaker said, only with this part. This works as a provisional solution but it would be nice to know what causes this. The solution would be to select ONLY the part of the mesh that shows this error, separate it with Ctrl+P and "by loose parts" and re-joining them later, as peacemaker said. However this will help to anyone who has the same problem (if they find this site...). Many thanks to all of you for your help, specially to peacemaker , and if anyone is interested on this content please tell me, I've no trouble on sharing my creations. (I won't delete my last post, unless someone tells me to do it, so everyone can know clearly what's this thread about)
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Post by BTM on Mar 26, 2018 5:52:33 GMT -5
Thank you everyone. Sorry for that low resolution picture, here you have this one that I've just taken. I hope it makes it clear. It's a CAS item as you can see here. I've given a look to those tutorials you've linked, and they don't solve this. Even so, thanks! Then I tried what peacemaker told me to do (separate and re-join the mesh) and this is what happened. Now this happens on the opposite part of the mesh, it was at the top of the head before and now it's at jaw. I'll try a few more things. Thanks again to all of you and sorry if I'm making any trouble or time wasting.
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Post by BTM on Mar 25, 2018 18:17:48 GMT -5
Hi everyone. First of all I'm creating this thread as I couldn't find an aswer for this "issue". Please redirect me if I'm wrong. Well, here's my last creation, a Titan set from Destiny game. Some edges of the mesh get transparent as can be seen on top of the head or in it's eye hole (these yellow lines are seen as edges are transparent and shows that yellow part that's behind). It may be I'm doing something wrong while modeling on blender or anything else. However I could give it another coating, like adding a black plane, but I'd like to know why is this happening to solve it for future proyects. If this photo isn't clear enough tell me and I'll take another screenshot. Also, I'm spanish so please forgive me if my english is too bad. Thank you!
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Post by BTM on Nov 14, 2017 7:29:54 GMT -5
Thanks for your answer and don't care about your Spanish, I have no problem on reading in english. I've tried what you said but the result is a new package with only one of the two meshes. As my problem is that I have some cc files that remove body parts in game and I need that function but I don't know how to do it, so I have to edit meshes from those packages. And I edit the mesh but I also want to conserve the first one and even if I save the edited mesh on a new package, only the first one shows in the game. Thanks again.
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Post by BTM on Nov 13, 2017 15:12:35 GMT -5
Also I need anyone to explain me how can I duplicate a package, as if I do copy and paste, then in game it only shows one of them. Knowing how to include more than one mesh in the same package could help me too. Thanks.
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Post by BTM on Nov 13, 2017 14:33:04 GMT -5
Hi, I've been looking through this page looking for what I need but I couldn't find it. I'm spanish so it makes me difficult to navigate easily and also I'm not sure if this is the place when I can ask for help but it's the only one I've found. I need anyone to explain me how to make body parts disappear in game as I'm trying to create some stuff but in game it show fused whit the ral head and I need it to be occult and only show the mesh I created. I'd be really thankful if anyone could explain me to this or tell me where to find this tutorial if it exist. Thanks and sorry if I'm in the wrong place.
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