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Post by VonNdaSun on Mar 28, 2015 22:55:42 GMT -5
Yay! It didn't blow up my game, so I'm pretty jazzed! But I have a little bit of a problem during the walk sequence with the extra vertices. They poke out from the dress and make a skin tone patch in the mesh. I'm guessing that if I shrink them and move them into the bocy area around the chest, they shouldn't get in the way? Here's where I am so far...
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Post by VonNdaSun on Mar 27, 2015 20:33:11 GMT -5
Thanks OM, that was EXACTLY what I needed! I was thinking maybe I didn't know what a vertex was, because it seemed to me that I should probably leave a triangle, but I thought that was what's called a face, so I didn't do it. My self-doubt got the best of me. I still need to try it out in game, but at least it's showing up in S4S, so I'm very happy to see forward progress!
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Post by VonNdaSun on Mar 22, 2015 0:56:35 GMT -5
I tried to follow your directions on how to shorten a long dress. I thought I had it figured out:
I think I understood when you said to delete all but a vertex of unused meshes:
But I get this error message when I try to import the LOD:
The Sims 4 Studio - Version 2.3.0.2 System.AggregateException: One or more errors occurred. ---> S4Studio.Blender.BlenderException: Traceback (most recent call last): File "<string>", line 1, in <module> File "<string>", line 52, in <module> File "C:\Users\[UserName]\AppData\Roaming\Blender Foundation\Blender\2.70\scripts\addons\s4studio\cas\blender.py", line 44, in save_geom mesh_data.calc_tangents() RuntimeError: Error: Tangent space computation needs an UVMap, "(null)" not found, aborting
at S4Studio.Blender.BlenderUtilities.RunBlender(String script, String blend, Boolean background, Boolean check_version) in c:\Workspace\Sims4Studio\TheS4Studio\S4Studio.Blender\BlenderUtilities.cs:line 238 at S4Studio.Blender.BlenderUtilities.ImportGeom(String custom_blend, String custom_geom, Int32 body_type, String cut) in c:\Workspace\Sims4Studio\TheS4Studio\S4Studio.Blender\BlenderUtilities.cs:line 335 at S4Studio.MainWindow.<>c__DisplayClass33.<ImportFromBlenderButton_OnClick>b__32() in c:\Workspace\Sims4Studio\TheS4Studio\S4Studio\UI\MainWindow.xaml.cs:line 705 at S4Studio.LoadingScreen.<>c__DisplayClass2.<Show>b__0() in c:\Workspace\Sims4Studio\TheS4Studio\S4Studio\UI\LoadingScreen.xaml.cs:line 39 at System.Threading.Tasks.Task.InnerInvoke() at System.Threading.Tasks.Task.Execute() --- End of inner exception stack trace --- at S4Studio.LoadingScreen.<>c__DisplayClass2.<Show>b__1() in c:\Workspace\Sims4Studio\TheS4Studio\S4Studio\UI\LoadingScreen.xaml.cs:line 48 at System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs) at MS.Internal.Threading.ExceptionFilterHelper.TryCatchWhen(Object source, Delegate method, Object args, Int32 numArgs, Delegate catchHandler) ---> (Inner Exception #0) S4Studio.Blender.BlenderException: Traceback (most recent call last): File "<string>", line 1, in <module> File "<string>", line 52, in <module> File "C:\Users\[UserName]\AppData\Roaming\Blender Foundation\Blender\2.70\scripts\addons\s4studio\cas\blender.py", line 44, in save_geom mesh_data.calc_tangents() RuntimeError: Error: Tangent space computation needs an UVMap, "(null)" not found, aborting
at S4Studio.Blender.BlenderUtilities.RunBlender(String script, String blend, Boolean background, Boolean check_version) in c:\Workspace\Sims4Studio\TheS4Studio\S4Studio.Blender\BlenderUtilities.cs:line 238 at S4Studio.Blender.BlenderUtilities.ImportGeom(String custom_blend, String custom_geom, Int32 body_type, String cut) in c:\Workspace\Sims4Studio\TheS4Studio\S4Studio.Blender\BlenderUtilities.cs:line 335 at S4Studio.MainWindow.<>c__DisplayClass33.<ImportFromBlenderButton_OnClick>b__32() in c:\Workspace\Sims4Studio\TheS4Studio\S4Studio\UI\MainWindow.xaml.cs:line 705 at S4Studio.LoadingScreen.<>c__DisplayClass2.<Show>b__0() in c:\Workspace\Sims4Studio\TheS4Studio\S4Studio\UI\LoadingScreen.xaml.cs:line 39 at System.Threading.Tasks.Task.InnerInvoke() at System.Threading.Tasks.Task.Execute()<---
I'm a complete noob at meshing, and the only thing I see that I understand is something about a missing UV map, but I don't know what's missing:
Any help you can give would be greatly appreciated!!!
Edit: Is there any reason why I'd have to do a UV map for the two meshes I deleted all but one vertex on? And if so, how do you do a UV map on a single vertex? Or is that a completely stupid suggestion?
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Post by VonNdaSun on Feb 7, 2015 17:34:16 GMT -5
Very nice! Thank you OM!
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Post by VonNdaSun on Feb 7, 2015 17:20:39 GMT -5
Uh oh. Looks like I'm gonna have to accept having a fat download folder... I seriously NEED every one of your creations!
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Post by VonNdaSun on Jan 24, 2015 14:00:13 GMT -5
Gorgeous stuff! I remember what seems like a million years ago when you were asking how to recolor S2 objects. You've come a long way my dear!!
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Post by VonNdaSun on Jan 10, 2015 12:59:44 GMT -5
Hi everyone! It's nice to see some familiar names moving on to S4! I can hardly wait to wreck my computer with an insane amount of downloads like I did for S2 and S3 I've been active in the simming community since S2. While playing that game, I spent most of my time doing recolors, getting the most attention with floors and walls at Komosims, but also object recolors at Black Pearl Sims and MTS2 (posting at MTS as Von40mouse). But once I started playing S3, I spent most of my time at BPS justifying my downloading addiction with decorating. I did do some custom stuff there, but dealing with RGB masks was a huge pain in the butt. But the decorating contests eventually bogged down my game so much that after the final round of 2014 Designer of the Year at BPS, I walked away from simming until now.
Being able to do recolors again is pretty exciting for me, so I'm excited to closely watch the development of S4Studio. I think I'm going to identify myself as a recolorist (texture artist? what's the term?) for now instead of getting so deeply into decorating, but only time will tell... I can be found at my Tumbler page
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