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Post by FlowersSimFactory on Aug 22, 2017 18:12:48 GMT -5
Okay so I found out it Is possible to edit the rig in S4S. Which is all fine and dandy but I have a VERY important question I need answered. If you add a new bone, How do you get the game to recognize changes to the weight paint? To the bone? Does the changes to the rig also carry over to the weight paint? Do you need to replace the body mesh with the edited weight paints? How would one go about doing this. And also a question about adding a bone itself. There is no way to import it, Correct? So I'm assuming that we would have to manually edit the position of the bones? orangemittens Do you know anything about this? Or does anyone else have A clue??
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Post by FlowersSimFactory on Aug 23, 2017 14:22:09 GMT -5
Can anyone at least say if it is possible to override weight paints for the game???
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Post by FlowersSimFactory on Aug 25, 2017 23:29:43 GMT -5
Okay so Weight Override isn't a thing. Got it. But how do we add an additional Vertex group and get the game to recognize it?
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Post by orangemittens on Aug 26, 2017 11:40:04 GMT -5
Hi FlowersSimFactory, I think it would be easier to answer if you explained a bit about the project you're trying to make. I'm not sure what it is you need to accomplish.
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Post by FlowersSimFactory on Aug 26, 2017 18:45:03 GMT -5
I'm trying to add a bone to the rig, and for the bone to be used properly, i need to add a vertex group and weight paint it.
I know how to edit the rig to recognize the new bone, But how do I get the game to recognize the new vertex / weight paint?
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Post by orangemittens on Aug 26, 2017 23:12:06 GMT -5
Hi FlowerSimFactory, I understood that the first time What I'm asking for is more detail about the project. I have no idea what it is you're trying to accomplish here. A picture of the project could help.
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Post by FlowersSimFactory on Aug 26, 2017 23:44:55 GMT -5
Im trying to add a new bone (specifically a butt one) And assigning a new vertex and weight painting it to the new butt bone so that It would be possible to have a butt physic animation
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Post by orangemittens on Aug 27, 2017 1:11:40 GMT -5
The way the game works is there is one rig. In theory, it's possible to override the rig to add a bone as you're describing. The obvious drawbacks are that anyone who wanted to see your animation in their game would have to download your Sim rig override, and no clothes will function properly with the butt bone you added unless they were made for your rig. All the clothes in the game are made for a rig that has no butt bone as are all the animations. Since I have never attempted to override the game's Sim rig, I can't say for sure if the game will work with Sim rig override.
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Post by FlowersSimFactory on Aug 27, 2017 9:48:59 GMT -5
Yes I well understand the draw backs. I'm just having trouble with how to get Sims 4 studio to recognize the new bone in animations, and the new weight paint.
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Post by orangemittens on Aug 27, 2017 10:55:45 GMT -5
How are you adding the bone to the rig? If you add the bone to the rig using Studio's slot editor the game will recognize it. Interestingly, it seems to work as expected in the game. It still has the drawback of requiring an override, but it does open the door to some fun anims.
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Post by FlowersSimFactory on Aug 27, 2017 10:59:32 GMT -5
Slot editor? All I did was take a rig resource and then then I duplicated the thigh twist bone, Gave the Flag number "0001223C" And a different name so that it would generate a new hash for the bone.
And then I tried making a bottom override, Supporting the new bone weight paints and made an animation using he new bone. But it did not work.
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Post by FlowersSimFactory on Aug 27, 2017 11:08:31 GMT -5
Is slot editing possible on Sims?
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Post by andrew on Aug 27, 2017 11:35:40 GMT -5
Yes it is possible. Like orangemittens said, you can edit the bones of a Sim rig as an override. Here are some quick steps on how: Make a custom rig: 1. Clone the Sim object as an override. You can find it in the debug object list. 2. Click the Rig/Slots tab and add the bones that you want by copying similar bones. Make sure that to give them a unique name and set the parent bone appropriately. In my example I added: (Pelvis) -> b__Tail__0 -> b__Tail__1 -> b__Tail__2 3. Save your package to both your Documents\Sims 4 Studio\Mods\ folder and your regular mods folder. Attach a new mesh to the custom rig: 1. Restart Studio and open your CAS mesh package. 2. Export the mesh to a .blend file. With your custom rig in the Studio Mods folder, the blend should have your new bones in the armature in Blender. 3. Add the bone names that you added in step 2 to the vertex groups in Blender and weight your mesh to the new vertex groups. 4. Save your blend and import it into Studio. Animate the custom rig: 1. Open the .blend you made in the previous steps. 2. Select the armature (rig) and un-hide it if it is hidden. 3. Animate as desired. 4. Save and import into a pose pack or animation override. Results in game:
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Post by FlowersSimFactory on Aug 27, 2017 11:48:52 GMT -5
OMG THANK YOU SO MUCH andrew I LOVE YOU *hugs to death* i'll try this out right away! This looks to be very promising :D
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Post by FlowersSimFactory on Aug 27, 2017 13:18:02 GMT -5
Doesn't seem to work for me :/ I did a rig override with new bones, A bottom override for default bottom to have new weight paint. And then an animation where testing the new bones. Stands still, Bones don't move. Here is my package files: Download
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