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Post by anna92 on Oct 6, 2014 15:44:47 GMT -5
Hi, I have a problem when I assign bones, everytime when I transfer weight in Blender it will accept mesh in S4Studio but in game mesh looks deformed. Also sometimes when I add more then 2 swatches game crashes. It seems I can't assign mesh to more then one bone. Any suggestions?
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Post by orangemittens on Oct 6, 2014 16:26:09 GMT -5
A given part of the mesh cannot have joint assignment greater than 100%. If you're assigning a vertex to more than one bone make sure your total isn't too high. Can you send me an example of an item you've added more than two swatches to that is causing your game to crash? 
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Post by Industrisims on Oct 6, 2014 22:35:01 GMT -5
hi are there any hair specific tutorials ... I know weights and stuff are similiar to accessories . and ive followed that process for importing a hair but whenever i hover over the swatch my CAS crashes and burns .. thanks in advance
EDIT !
got it working , i was a noob and forgot to assign bones ......
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Post by esmeralda on Oct 7, 2014 16:15:17 GMT -5
I'm looking forward to seeing your new glasses  Hooray, welcome to the new world of TS4 glasses! They need some work, but at least I was finally able to get a pair of shades into the game! They're a conversion of one of my old TS3 shades. I found out why I couldn't get glasses to work in-game (the lenses were showing up, but never the frames). I theorised that it might be a bone assignment issue, and delved into that idea. With the help of your tutorial on how to check bone assignments, I discovered that only the lenses were 'taking' my bone assignment with the Assign button but the frames weren't, for some unknown (to me) reason. The lenses were showing up red after assigning, but the frames would not change from blue, as depicted below: There's also the matter of each mesh having those weird extra bones that don't make sense. I assigned the lenses to CAS_Glasses and left Spine1 unassigned. Now the lenses worked fine in-game, but the frames were invisible. I Googled on how to assign weights in Blender, because I had no clue what to do about the 'Assign' button not working for the frames, and came across a lesson on Weight Paint, something I'd never heard of before. I was able to 'paint' the frames with the CAS_Glasses assignment, but I couldn't see past the sim model's head to be sure I got all the vertices. I came out of Weight Paint and went back to try the regular Assign button once again, and for some reason, this time it worked - it's as if the Weight Paint thing kick-started it somehow. Now the whole frame mesh went red, yayyy. I left the other two oddball bones unassigned (Head and R_ThighTwist). I was afraid leaving out Head might cause problems, but it seems to work fine in-game. I hope the above will be helpful in case anyone else is struggling with getting glasses to work. Now I just need to test it later in-game in Windows 8.1 to make sure it doesn't crash, which you are probably aware is a problem with new meshes for some 8.1 users. Thank you again, OM, for this tutorial and the bone assignment one. I would have never figured this out without them to point me in the right direction.  Now to get busy attempting to convert all my other glasses!
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Post by orangemittens on Oct 7, 2014 16:38:14 GMT -5
kiwisims4, I'm glad your hair worked. It looks really cute  esmerelda, I'm pleased to hear that your glasses work. They look great.  The frame and the mesh of glasses are two different mesh groups. In order to assign joints to something it must be selected this may be a reason this gave you some trouble.
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Post by esmeralda on Oct 8, 2014 4:27:54 GMT -5
esmerelda, I'm pleased to hear that your glasses work. They look great.  The frame and the mesh of glasses are two different mesh groups. In order to assign joints to something it must be selected this may be a reason this gave you some trouble. Oh yes, I'm aware that the frame and lenses are two different mesh groups and need to be selected to assign joints, having made numerous glasses for TS3 (but using Milkshape). Maybe there's something glitchy in my installation of Blender but I could not for love or money get my selected frames mesh to take a joint assignation. I deselected and reselected it many times and tried again and again, but nothing happened until I did that Weight Paint thing and then tried again. Very strange. But at least now I know what to do if it happens again!
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Post by orangemittens on Oct 8, 2014 8:23:03 GMT -5
That is strange. I'm glad you figured out a way around it. 
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Post by anna92 on Oct 10, 2014 16:18:54 GMT -5
orangemittens sorry I didn't saw your message, I gave up on that project so I deleted all files. I have a new problem, whenever I test my new hair in game, when using fat/muscle morph, mesh become distored, not too much but still deformed. I tried several times and it doesn't seem that the problem is with bones because previous necklace also had this problem with morphs.
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Post by orangemittens on Oct 11, 2014 4:50:39 GMT -5
Anna, would you mind posting your hair so I can take a look at it?
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Post by orangemittens on Oct 11, 2014 16:02:53 GMT -5
Anna, I received the .blend you sent but I need to know what you cloned to make this with. 
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Post by magicgirl on Oct 14, 2014 2:56:25 GMT -5
Good day! Very counting on your help.
I get an error at step: «When the model viewer page loads you will notice LOD 0 in the box directly below the word Mesh. This is your high quality LOD and it is the one you see in game when zoomed close to the Sim.»
Export the mesh along the way e:\Lod\.
When exporting Lod0, the program still fails:
System.AggregateException: Произошла одна или несколько ошибок. ---> S4Studio.Blender.BlenderException: Traceback (most recent call last): File "<string>", line 1, in <module> File "<string>", line 3, in <module> File "C:\Program Files\Blender Foundation\Blender\2.70\scripts\modules\bpy\ops.py", line 188, in __call__ ret = op_call(self.idname_py(), None, kw) RuntimeError: Error: Traceback (most recent call last): File "C:\Program Files\Blender Foundation\Blender\2.70\scripts\modules\addon_utils.py", line 299, in enable mod = __import__(module_name) ImportError: No module named 'io_sims' в S4Studio.Blender.BlenderUtilities.RunBlender(String script, String blend, Boolean background, Boolean check_version) в S4Studio.Blender.BlenderUtilities.InstallAddon() в S4Studio.MainWindow.<>c__DisplayClass67.<ExportToBlenderButton_OnClick>b__5e() в c:\workspace\thes4studio\TheS4Studio\S4Studio\MainWindow.xaml.cs:строка 568 в S4Studio.LoadingScreen.<>c__DisplayClass2.<Show>b__0() в c:\workspace\thes4studio\TheS4Studio\S4Studio\LoadingScreen.xaml.cs:строка 38 в System.Threading.Tasks.Task.InnerInvoke() в System.Threading.Tasks.Task.Execute() --- Конец трассировки внутреннего стека исключений --- в S4Studio.LoadingScreen.<>c__DisplayClass2.<Show>b__1() в c:\workspace\thes4studio\TheS4Studio\S4Studio\LoadingScreen.xaml.cs:строка 48 в System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs) в MS.Internal.Threading.ExceptionFilterHelper.TryCatchWhen(Object source, Delegate method, Object args, Int32 numArgs, Delegate catchHandler) ---> (Внутреннее исключение #0) S4Studio.Blender.BlenderException: Traceback (most recent call last): File "<string>", line 1, in <module> File "<string>", line 3, in <module> File "C:\Program Files\Blender Foundation\Blender\2.70\scripts\modules\bpy\ops.py", line 188, in __call__ ret = op_call(self.idname_py(), None, kw) RuntimeError: Error: Traceback (most recent call last): File "C:\Program Files\Blender Foundation\Blender\2.70\scripts\modules\addon_utils.py", line 299, in enable mod = __import__(module_name) ImportError: No module named 'io_sims' в S4Studio.Blender.BlenderUtilities.RunBlender(String script, String blend, Boolean background, Boolean check_version) в S4Studio.Blender.BlenderUtilities.InstallAddon() в S4Studio.MainWindow.<>c__DisplayClass67.<ExportToBlenderButton_OnClick>b__5e() в c:\workspace\thes4studio\TheS4Studio\S4Studio\MainWindow.xaml.cs:строка 568 в S4Studio.LoadingScreen.<>c__DisplayClass2.<Show>b__0() в c:\workspace\thes4studio\TheS4Studio\S4Studio\LoadingScreen.xaml.cs:строка 38 в System.Threading.Tasks.Task.InnerInvoke() в System.Threading.Tasks.Task.Execute()<--- - The Sims 4 Studio version 1.0.9.2 - Blender version 2.70
Tell me what to do in my situation?
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Post by rowangerritsen on Oct 14, 2014 3:33:45 GMT -5
thankyou very much for this helpfull post  !
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Post by orangemittens on Oct 14, 2014 9:00:40 GMT -5
Hi magicgirl, that error results from a bug Blender has that causes it to not use addons correctly if the person using it has a special character in their computer user name. Andrew included a workaround for this in 1.0.9.2 which was supposed to stop this from happening. One person reported this fix worked for them but if you're still receiving the error obviously it isn't working for everyone and more time will need to be spent so that it does. Could you please verify by looking at the top of the window that 1.0.9.2 is installed on your computer? If it is, then this fix failed, and the only way you will be able to use S4S, for the time being, is by creating another computer user name that does not have special characters in it. I'm glad you found the tutorial helpful rowangerritsen...thank you for letting me know 
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Post by dorosimfan1 on Oct 17, 2014 8:10:06 GMT -5
Hi,
first of all thank you for this wonderfull tutorial. But I have a problem, I meshed new earrings. In Sims 4 Studio they looked like they should look

But in game they have another color.


Do you have an idea where my mistake is? Sorry for my bad english its not my native language.
Best regards dorosimfan1
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Post by brujah on Oct 17, 2014 14:31:04 GMT -5
Hi,
first of all thank you for this wonderfull tutorial. But I have a problem, I meshed new earrings. In Sims 4 Studio they looked like they should look
@ dorosimfan - Please see THIS thread
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