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Post by crazymammoth on Feb 4, 2017 15:10:53 GMT -5
Hi crazymammoth, again, if you post a .package that has this problem, someone can take a look. Edit: i figured out a fix not happy with how stupid easy it was >.<
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Post by crazymammoth on Feb 4, 2017 15:05:12 GMT -5
Hi crazymammoth, if you post the .package someone can take a look. its on the blender side has to be, something i'm editing without knowing it is causeing the file to import at 90 degrees
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Post by crazymammoth on Feb 4, 2017 15:04:04 GMT -5
ok now idk wtf is happening started over, tested to see that mesh was importing correctly it was, made my tweaks scale,translate save and pop back on floor....
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Post by crazymammoth on Feb 4, 2017 14:11:49 GMT -5
ok upon further inverstigation my earliest versions of this mesh still import fine but so did v4 seen in image before i tweaked its scale a little now v3 is broken too i didnt even edit it and it use to import fine too
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Post by crazymammoth on Feb 4, 2017 13:58:16 GMT -5
ok so i'm working with a new mesh hair been tweaking its scale all morning finally got it in a finalized position... go to import and mesh imports 90d right into floor looks fine in blender on the S4S rig but in S4S its glued to the floor texture isnt applied yet still need too tweak UVs
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Post by crazymammoth on Feb 4, 2017 11:08:29 GMT -5
If it is a hair it as to have three parts (two for hats) In the original mesh you are cloning you need to click on all three and match the cut numbers studio_mesh_1 2 and 3 all have a cut number 0000 0001 0002 and are all geoms. Every mesh has cut numbers, you need to check the clone and match yours this was it! tyvm, Sidenote when was this implemented? i dont remember ever having to change this last time i worked with a mesh tho that was months ago
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Post by crazymammoth on Feb 4, 2017 10:26:37 GMT -5
yea just saw i miss read in S4S this default mesh has 3330 polys...
where/what are cut numbers?
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Post by crazymammoth on Feb 4, 2017 10:17:08 GMT -5
ok 2943 is my count
current sims hair i'm trying to over write is at 2669
so i'll try reducing down 300 polys
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Post by crazymammoth on Feb 4, 2017 10:14:02 GMT -5
well its not stupidly high but i could se it being just over the limit
i'll try to find its poly count, still a blender noob tho lol
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Post by crazymammoth on Feb 4, 2017 9:53:49 GMT -5
so i have a mesh from another game got everything set up in blender, minus scaling the UV map
using Blender 2.78
S4S 3.01.1
tried recalculating normals had to flip back 2 areas but got it back to correct state
but it just refuses to import... just nothing imports
is there a poly limit on what i can bring in? i may need to lover my detail
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Post by crazymammoth on Jan 28, 2017 6:44:56 GMT -5
oddly enough i got past this just started over and everything imported fine now i'm struggling with the item exploding in CaS
looks fine in blender and S4S, but then in CaS the toddler's neck explodes... thing is i have no mesh around the neck so i'm very confused trying to track down the issue
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Post by crazymammoth on Jan 28, 2017 4:56:28 GMT -5
those should be relatively quick edits, just need to find the mesh in S4S > export watch some Blender tutorials on navigation and vertex movement
I think all you'd have to do is translate 2 verts up, save and the import to S4S
will be a lil tricky but watching some blender tutorials or searching for some Sims 4 Mesh edit tutorial would help
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Post by crazymammoth on Jan 27, 2017 19:46:25 GMT -5
ok so i'm working on converting an adult hair down to toddlers
still needs some tweaks but i got mesh in a correct and scaled spot in blender, saved went back to S4S
Import... and now my mesh is 90 degrees in front of the toddler facing downwards...
so what went wrong?
In blender its fine and displaying correctly with the stand in toddler, but S4S is not liken me today
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Post by crazymammoth on May 4, 2016 18:21:10 GMT -5
hello all first time sharing my stuff here but any way after 3 days of hard work i added Asari to the game! enjoy: you can find it HEREfor more Mass Effect CC look HERE~CM
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Post by crazymammoth on May 3, 2016 11:46:49 GMT -5
Hi guys I'm working with creating an Asari head tentacle hair and its almost done see image: but there is an issue with the specular map RLES of the head piece not matching up with the skintone RLES, the image above is with 0 spec yet there is still a difference between it and the skin of the sim... so where can i go to find the RLES for skin tones or do skintones even use RLES? or do you think the DST is causing the issue
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