|
Post by Galaxsim on Apr 23, 2019 8:13:00 GMT -5
hi! delete all body parts and re append them again without any modifications. I’m sorry, I don’t know what you mean. Do you mean the body parts of the mesh I cloned or the body parts of my dress?
|
|
|
Post by Galaxsim on Apr 22, 2019 18:38:06 GMT -5
Hi again mods. I just converted another outfit, this time a dress, and I followed all the helpful steps given to me the last time I converted something. All the weights work, there aren't any weird glitchy vertices. However, there is a problem I have encountered where there are these weird spaces around the neck area. And when I expand the shoulders these empty spaces become even more obvious. Even when the neck area is the smallest possible the spaces persist. On the blend file there are three meshgroups in the neck area which I created to match the original groups of my cloned mesh. Here are some pics and the blend file: The finalized blend file I used: link
|
|
|
Post by Galaxsim on Apr 19, 2019 19:20:56 GMT -5
Oops, just saw now that I didn't change the cut numbers. And no, I didn't delete any vertex groups in the edited blend you provided, though I checked the weights and there looks to be some weird see through thing going on there for some reason?
|
|
|
Post by Galaxsim on Apr 19, 2019 0:11:03 GMT -5
Also, I took your blend file into a new package and tested it game and the feet a looking fine but now there are parts of the separated fingers missing on the mesh: i.gyazo.com/5f8a3bb3d34b24615c5721539560314c.pngThis may be a non-issue in the long run but right now it’s faintly obvious and I’m not sure where the problem is in blender.
|
|
|
Post by Galaxsim on Apr 18, 2019 22:22:30 GMT -5
Here are a package and a blend file. It looks ok in my game. The distortion in the ankle area was happening because the imported mesh had vertex groups that the original one did not. Not a whole blend, but this meshgroup specifically. Yes, I was talking about uv_0. It is in no way related to the problem, but scaling UV islands and taking up free space would result in better texture quality. I mean something like this I looked at the fixed blend file you provided but that is where I am confused. I did exactly what you did: I cloned the star wars mesh, I separated the fingers and body into two meshgroups and imported into s4s (it looked fine) but when I opened it in game, the clothing would not appear on my sim no matter how many times I clicked the suit then selected another thing, then clicked the suit again. Someone who was helping me fix this removed a blank RLE2 file in the warehouse but when in game this resulted in the broken cc/question marks texture appearing on the sims body when they wore the suit. Could you please elaborate further so that I know exactly what to do for the future? Because I'm sure I did everything right, I just don't know where it went wrong in that attempt
|
|
|
Post by Galaxsim on Apr 17, 2019 17:31:43 GMT -5
Your blend has 3 meshgroups while the outfit I suggested to clone has 2. This is the cause of your problem. The number of meshgroups and their cut numbers in the blend you're importing must correspond to that of the original blend that is being replaced. More about it here Since you're making a full-body outfit that has shoes attached to it, you can take all UV space for body parts. You should also set the background image ( use this one ) before editing the uvs to prevent them from being stretched like they are right now. Select all, set the background image, deselect the bare neck, press S Y .5 to shrink in half. Then scale and move UV islands to take all top+bottom+shoes space. Edit: and use the second blend that has foot and toe vertex groups My blend has three meshgroups because I cloned a new outfit with three mesh groups instead as the one you suggested didn’t work (the outfit wouldn’t appear on the sim in cas). The meshgroups correspond in s4s as all the right parts appear in game too. When editing the uv, do you mean uv 1? Or the uv 0? If so, I placed the uv as it is because I could fit the left part of the texture to the body without uneven seams. Or is it a problem with how the uv around the feet are placed?
|
|
|
Post by Galaxsim on Apr 16, 2019 22:38:36 GMT -5
Weight problem. In Edit mode select vertices (one at a time) in this area and look if there is a vertex group that does not belong there. Once you find it, click on the x icon next to it and then on Normalize button Hi again. So I tried doing this, going through all the vertices in that area to see if there was a group that did not belong; however, all I saw were L_Calf and L_Foot for every one in that area. Nothing seemed amiss so I just deleted the foot vertex groups (for all the ones in that area) instead and I still got the same result in game: The weights look to have transferred fine, but I just couldn't see any ones out of place. Here's the blend file with the vertex groups removed (and normalized): link
And this is the link to the blend file before I removed the foot vertex groups (just in case I did it wrong/removed what I shouldn't have): link
|
|
|
Post by Galaxsim on Apr 15, 2019 22:46:14 GMT -5
There is no such list, but you can use this outfit. It is split in a weird way, tho. Either separate fingers just like they did or select one polygon somewhere between legs, separate it with P - Select and give it 0001 cut number. Okay so I had to do another method because the one you suggested didn't work though I tried it three times. However, I've encountered another problem. There's a rogue vertex on the feet of the female suit and I don't know how to fix it: Since everything else now works fine, is this a weight issue or something to do with the cuts (of which there are 3 since I cloned a new, different, mesh)
|
|
|
Post by Galaxsim on Apr 15, 2019 8:52:18 GMT -5
Hi Galaxsim, I don't see anything wrong either here. It could be due to the base mesh you used as a clone. You could try cloning something different and see if the issue is still there. But generally this kind of issue is due to not having the same number of weight groups on the cloned mesh and on what you import back in. Hi thanks for answering. I followed a tutorial that said to merge all the cas groups into one and then clone a full body outfit with only one cut. Is there a list on the website somewhere that details base meshes Which also include weight groups for feet? Looking through s4s I’m not sure which of the costumes I should use (like the Star Wars one’s and the knight costume for example). Additionally, when I do find a new beads mesh to clone, do I also have to redo the weights or do I just have to separate the cas groups into the corresponding cuts of the base mesh?
|
|
|
Post by Galaxsim on Apr 15, 2019 0:35:49 GMT -5
UPDATE:I uploaded the .blend files for all the meshes (there's a male and a female version of the spacesuit, both have the same foot problem). This is the blend file for the female suit and this is the file for the male one (both are the most recent versions created, after re-transferring weights and cleaning to try and fix the problem—I got this solution from another creature converting a full body outfit on the forums so I thought it would work).
|
|
|
Post by Galaxsim on Apr 15, 2019 0:25:52 GMT -5
Hi there, I recently converted a spacesuit from the sims 3 and it works relatively fine in my game; however, when I go to change my sims' outifts, there is always an issue where part of the right foot goes through the body/kind of distorts. This is what it looks like: I tried re-doing the weights and cleaning them, but every time this foot issue pops back up (and it's only THIS foot). I double checked if the weight transferred properly in blender 2.70 and they did. I can't understand why this keeps on happening because when I go in game initially there is no problem with the mesh until I go back into CAS from live mode then THIS appears. Any help please? I can put links to the blend files (original and cleaned versions) if needed. Thanks
|
|
|
Post by Galaxsim on Jul 14, 2018 19:41:33 GMT -5
Is it only a specific .blend that crashes s4studio? Or every .blend? It is every .blend file. I can export the object and edit them in blender, but when I import the blend file back it crashes everytime
|
|
|
Post by Galaxsim on Jul 11, 2018 13:07:26 GMT -5
Hello again. Unfortunately this is not a new problem I've been having, but I decided to post about it now. Whenever I try to import a blend file to my build package/project the program loads it and for a split second the mesh appears in the viewer window but then s4s crashes completely (All the windows close. And when I open s4s and my project back up again the mesh has not been imported since s4s crashes just as it loaded before I could save my file. My computer (mac) is up to the latest updated and i've tried this several times to the same result so I don't think it's a problem with my software.
|
|
|
Post by Galaxsim on Apr 29, 2018 13:29:11 GMT -5
It worked perfectly! I even got the shadows under the collar and pocket: Thank you very much for the help!!!
|
|
|
Post by Galaxsim on Apr 28, 2018 23:37:58 GMT -5
This is actually a recurring problem, but whenever I bake a texture in blender it always come out with these black choppy triangles on the sims arms. It's never been a problem until now as this black stuff only appeared on the arms, which I deleted from the texture. However, this time when I baked it, the black stuff appeared all over the clothing, like this: I really don't think it's a problem with the lighting as I never touch that, but I don't know where I went wrong? Also, for context, I already made this mesh but I went back into md to lengthen it and had to re-do the whole process again, but I'm 100% sure I deleted the old version from the blender file on which I redmade the outfit. Oh, and also I followed thesyld's smooth transfer tutorial before I weight painted, if that helps any
|
|