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Post by rosebud1773 on Jan 28, 2023 9:03:30 GMT -5
Ok, you won't be able to enable the script in blender and that's ok. It looks like Studio didn't create a logs folder or note. Just grab a random Object or CAS part and save it as test. Export the mesh and open the .blend in blender. See if it has actually exported your mesh. If it has, make a change to the mesh and import it. If you see that change in Studio, you're good to go.
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Post by rosebud1773 on Jan 28, 2023 7:38:18 GMT -5
My computer is Windows 10.
Make sure Studio is closed first.
Under 'This PC' scroll down to Documents. Click the > next to the Documents folder. Scroll down until you see a folder named Sims 4 Studio. Click the > next to that folder and scroll down to a folder named Logs. Open that folder. There will be only one item in that folder. Delete the item.
Launch blender 3.3. Under Edit, click Preferences. In the new window that pops up, click Addons. At the top you'll see Install. Click that and browse to Sims4Studio/blender/Scripts. You will see s4studio zip. Click that. It will install the script into blender's archives.
This is a step-by-step for Windows 10. It won't be much different on any other version of Windows.
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Post by rosebud1773 on Jan 27, 2023 21:16:51 GMT -5
This is an ongoing problem with (Star). No one seems to have an answer, trust me. I had been asking for well over a month. I stumbled on the solution yesterday.
Try this process. I'm betting it will work for you too. It's already worked for more than a dozen people on Discord and several here as well.
Open whatever version of blender you're using and go to user preferences. From there choose 'Install from File' at the bottom of the new window. Go to Sims4Studio/blender/scripts and install the s4studio zip. You won't be able to enable it in blender and that's ok. It just seems to need the script in the archives.
Next make sure everything is closed and go to Documents/Sims 4 Studio/Logs. Here you're going to drag that log out of the file or just delete it. Close the file and open Studio. Make sure you've got your path to blender set and grab an item to export as test. Export your mesh. Open the blender version of your choice and open the blend file. Your mesh should be there. Make some kind of change to the mesh and import just to be sure it's working both ways.
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Post by rosebud1773 on Jan 27, 2023 21:08:54 GMT -5
Same error I had. It's a simply solution. It has nothing to do with the package or blend file. (Star) version of Studio has a serious script error and requires a manual overwrite of the script in blender as well as deletion of Studio's log. The solution I'm about to share has worked for a number of people here as well as a dozen on Discord.
So here's what you do:
Open whatever version of blender you're using and go to user preferences. From there choose 'Install from File' at the bottom of the new window. Go to Sims4Studio/blender/scripts and install the s4studio zip. You won't be able to enable it in blender and that's ok. It just seems to need the script in the archives.
Next make sure everything is closed and go to Documents/Sims 4 Studio/Logs. Here you're going to drag that log out of the file or just delete it. Close the file and open Studio. Make sure you've got your path to blender set and grab an item to export as test. Export your mesh. Open the blender version of your choice and open the blend file. Your mesh should be there. Make some kind of change to the mesh and import just to be sure it's working both ways.
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Post by rosebud1773 on Jan 27, 2023 20:51:23 GMT -5
Nope, not your error. It's a script error that has to be manually overridden for some of us. I'm glad it's working for you now.
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Post by rosebud1773 on Jan 27, 2023 11:24:36 GMT -5
You actually do have to have the expansion packs installed to see their items in Studio. The program isn't meant to add items from ep, sp or kits you don't own to your game.
As to the color swatch issues: Stand Alone Recolor isn't a feature used with build objects in Studio. You're basically just creating new colors to cover the walls. Any swatches in that package that you don't want should be deleted or overwritten with your own textures. Once you have your new color textures imported, you can right click on the color block and the color picker will show up. Mouse over your texture and grab the color. It'll show in the color block then.
To get a really good idea of exactly what's happen with your package, you might link a picture and the package for someone to take a look at.
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Post by rosebud1773 on Jan 27, 2023 11:07:06 GMT -5
What you'll want to do in order to have a CAS item pick up skintone is map it to whatever part of the sim's body you're looking to grab the texture from. Do not add color swatches to your package. If there are swatches, delete all but the mandatory one and then import a blank/transparent texture to it. Make sure all other texture related tabs are blank as well (normal, spec, shadow) and it should pick up your sim's skintones.
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Post by rosebud1773 on Jan 27, 2023 10:53:05 GMT -5
You're not giving yourself enough credit. These conversions look really good. As in, I'd put them in my game kind of good. You should share them somewhere. Let others test them and if we find something wrong, we can let you know. You learn more with feedback, constructive critique and instruction than by trying to figure it all out on your own.
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Post by rosebud1773 on Jan 27, 2023 8:52:42 GMT -5
I had been having a similar problem with Studio since Dec 7th. After more than a month of asking and getting no real results; this was the solution I stumbled on yesterday for the import/export failure:
Open whatever version of blender you're using and go to user preferences. From there choose 'Install from File' at the bottom of the new window. Go to Sims4Studio/blender/scripts and install the s4studio zip. You won't be able to enable it in blender and that's ok. It just seems to need the script in the archives.
Next make sure everything is closed and go to Documents/Sims 4 Studio/Logs. Here you're going to drag that log out of the file or just delete it. Close the file and open Studio. Make sure you've got your path to blender set and grab an item to export as test. Export your mesh. Open the blender version of your choice and open the blend file. Your mesh should be there. Make some kind of change to the mesh and import just to be sure it's working both ways.
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Post by rosebud1773 on Jan 27, 2023 8:35:20 GMT -5
I'm so glad I could help and inspire you. Blender can be a bear to learn, especially if you're new to the whole 3D modeling process. YouTube is a great resource for blender tutorials, everything from basic tools to advanced modeling and animation. There's a group of us who run a Custom Content Help Desk on Discord. I'm one of the blender specialists there. We're not as active as we once were, but if a question pops up, someone will always answer. (I've been meaning to convert that outfit for a while now. I like what you did with the neckline and so I grabbed your updated version. I'm your first like on it. )
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Post by rosebud1773 on Jan 26, 2023 21:51:35 GMT -5
I've taken a look at your package file and the blend file that it exports. After several hours of trying to sort it out, I resorted to creating an entirely new package file. Altering your mesh by only adding one extra mesh part to fit the number of parts in the new file, I imported it and took a look in-game. It works perfectly in the new package file. Your current package is corrupted and reading as a script mod. This is the new package file I ended up creating from yours. www.simfileshare.net/download/3662393/
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Post by rosebud1773 on Jan 26, 2023 11:04:39 GMT -5
Yeah... don't retransfer the weights after removing that section from all groups. You're going to manually reassign those verts to the groups they're supposed to be in. It's a bit more work, but well worth it.
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Post by rosebud1773 on Jan 26, 2023 8:20:25 GMT -5
So... after digging around in the scripts, I manually installed s4s import/export scripts. Of course they can't be enabled in any version of blender because there's a missing line of code. After backing up and deleting the log in Studio logs on a whim, the app is now properly exporting meshes and rigs. A quick test with a minor alteration of the mesh revealed that it is also properly importing as well. This is working for both CAS and Buy items. The original problem seems to be either a scripting error in the plugin itself or some glitch with how the logs are handled.
This was my solution after struggling with it since Dec 7.
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Post by rosebud1773 on Jan 26, 2023 6:34:59 GMT -5
Grab the verts around that ankle and removed them from every group. Then reassigned them to the groups they were originally supposed to be assigned to. Sometimes blender will attach some verts to unexpected groups or even miss some completely during transfer. It's a pretty common problem with weights transfer, but not everybody sees it right away.
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Post by rosebud1773 on Jan 25, 2023 7:35:29 GMT -5
And here's what happens when I try to import. I do not have a D-drive. I'm on a laptop. C-drive is all I have. So installing in D-drive is not an option. I'm not a programmer, but this looks like a script error to me. So this has become an Export and an Import issue.
(I've been scrolling through the other complaints of similar issues. This is not an isolated event.)
The Sims 4 Studio - Version 3.2.0.3 System.AggregateException: One or more errors occurred. (Could not find file 'C:\ProgramData\S4Studio\Scripts\1828f7da-2a69-4428-848d-a5d315d64964\s4s.out.mlod'.) ---> System.IO.FileNotFoundException: Could not find file 'C:\ProgramData\S4Studio\Scripts\1828f7da-2a69-4428-848d-a5d315d64964\s4s.out.mlod'. File name: 'C:\ProgramData\S4Studio\Scripts\1828f7da-2a69-4428-848d-a5d315d64964\s4s.out.mlod' at Microsoft.Win32.SafeHandles.SafeFileHandle.CreateFile(String fullPath, FileMode mode, FileAccess access, FileShare share, FileOptions options) at Microsoft.Win32.SafeHandles.SafeFileHandle.Open(String fullPath, FileMode mode, FileAccess access, FileShare share, FileOptions options, Int64 preallocationSize) at System.IO.Strategies.OSFileStreamStrategy..ctor(String path, FileMode mode, FileAccess access, FileShare share, FileOptions options, Int64 preallocationSize) at System.IO.File.OpenRead(String path) at S4Studio.ViewModels.ObjectLodItem.ImportMesh(BlenderUtilities blender_util, String blender_path) at S4Studio.ViewModels.ObjectLodItem.<>c__DisplayClass46_0.<ImportMesh>b__0() at System.Threading.Tasks.Task.InnerInvoke() at System.Threading.Tasks.Task.<>c.<.cctor>b__272_0(Object obj) at System.Threading.ExecutionContext.RunFromThreadPoolDispatchLoop(Thread threadPoolThread, ExecutionContext executionContext, ContextCallback callback, Object state) --- End of stack trace from previous location --- at System.Threading.ExecutionContext.RunFromThreadPoolDispatchLoop(Thread threadPoolThread, ExecutionContext executionContext, ContextCallback callback, Object state) at System.Threading.Tasks.Task.ExecuteWithThreadLocal(Task& currentTaskSlot, Thread threadPoolThread) --- End of inner exception stack trace ---
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