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Post by evekat on Feb 20, 2019 0:42:52 GMT -5
I've created a whole outfit with three separate parts: the body, the helmet, and the boots. For the boots, I cloned the "Knee Draca" boots, which has three cuts, so I cut my new boots up to match, and they imported just fine, replacing the EA mesh. However, the other two won't do the same. I cloned the base game lingerie for the body outfit, tried to import my new mesh, but it acts as though the cuts are different. I checked both the lingerie mesh and my new mesh, and both are "GEOM 0000." With the helmet, I cloned the Bobafett helmet, and I get the same issue. I checked and rechecked, and they all have the same cuts like they're supposed to. This has never happened to me before, and I couldn't find a thread similar to this, so... what am I doing wrong?
I forgot to mention that ALL OTHER MESHES with the same cut will replace EA's mesh in S4S.
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Post by inabadromance on Feb 20, 2019 7:03:27 GMT -5
Hi! please share the packages and blends that are giving you issues so someone can take a look.
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Post by tinapapst on Feb 20, 2019 10:24:28 GMT -5
I actually have a similar problem at the moment. I got the permission to convert a character from GMOD to Sims4. So far the conversion worked fine but now the hair won't show uo in S4Studio. The cuts match the cuts of the original mesh. But there is another issue: I usually use Blender 2.79 and my mesh looks just fine there. But as soon as I open it in Blender 2.70 to fix the cut, the textures on the front of the head look messed up. (I was thinking about fixing it in Milkshape with the normal data merge but it didn't work yet.) This is my folder with the complete mesh, the original S4studio mesh, the original mesh I converted and the texture I used for my finished mesh: www.dropbox.com/sh/65moxtuna6tu1pt/AABhCQRjl5oLIMw_-NJPYKJwa?dl=0Edit: I tried to recalculate the normals. It looks a bit better now but still not good. It imports this mesh into S4studio but it still looks kinda bumpy. I'll give it another try with Milkshape :/
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Post by inabadromance on Feb 20, 2019 16:55:25 GMT -5
Recalculating the mesh is the way to go if you're working with something that hasn't been done by EA.
I'm looking at the mesh in blender 2.70 and it looks fine texture wise on my end.. but you've mapped part of the hair in the hat space so it'll overlap with that accessory. All the hair should be mapped in the hair space.
Thing, you're going to have not a nice time with this mesh. Recalculating it will brake it, there's strands that have their normals broken as well and that'd need to remove doubles... braking the mesh even more. Ideally, you should only have one of the sides, not both. I'm sorry i can't really suggest something more useful. Maybe that's what you're describing as "bumpy".
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Post by tinapapst on Feb 20, 2019 19:54:40 GMT -5
OK, I solved my problem with the mesh. (using MMD tools although I didn't use a MMD mesh)
If I recalculate all the normals, then use MMD tools to reset the shading and then click on Shadeless, the mesh looks better. I just had to fix a few tiny parts of the mesh and I was able to import it in the Sims 4 studio. Thanks for the help!
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Post by evekat on Feb 20, 2019 20:02:07 GMT -5
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Post by inabadromance on Feb 20, 2019 20:46:18 GMT -5
@ evekat Please share the package file as well. I need to have the same file you cloned so that i can test the import. @ tinapapst One thing is the mesh "looking fine" in blender, and the other if it imports or not. No, it doesn't import regardless of the version. You need to recalculate the mesh, that "fixes" it and enables it for import. "fixing" will brake it.. you can try it and see what it does.
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Post by tinapapst on Feb 20, 2019 20:52:02 GMT -5
inabadromance Recalculating looked awful, but I reset the shading afterwards and that helped (see edited post above). Thank you for your help!
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Post by inabadromance on Feb 20, 2019 20:57:41 GMT -5
tinapapst awesome!! i'm so glad you managed to find an easy fix :D
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Post by evekat on Feb 21, 2019 2:10:04 GMT -5
@ evekat Please share the package file as well. I need to have the same file you cloned so that i can test the import. @ tinapapst One thing is the mesh "looking fine" in blender, and the other if it imports or not. No, it doesn't import regardless of the version. You need to recalculate the mesh, that "fixes" it and enables it for import. "fixing" will brake it.. you can try it and see what it does. Well, that's the thing, I've restarted the packages many times. It doesn't matter what I've cloned or how many times I've cloned it. You can easily replicate the problem by cloning the lingerie for the body and the Bobafett helmet for the new helmet... or the Darth Vader one, it really does not matter.
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Post by inabadromance on Feb 21, 2019 8:39:45 GMT -5
Just as i've explained on a previous post, when this happens to a mesh that isn't EA's then you NEED to recalculate the normals. I did it for your blend, and it imported succesfully. Ideally, you should do it for only the custom mesh but.. Go into edit mode, press A to select the whole mesh and "recalculate" from the side bar. You'll have to manually select the planes that need to be fixed (particularly on the mesh covering the belly, and flip their direction (under recalculate)
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Post by evekat on Feb 21, 2019 23:00:18 GMT -5
Huh... I've never had that problem before, and I would've never thought that that'd be an issue. I'll give it a try and see what happens.
Edit: That fixed it, thank you.
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Post by evekat on Mar 5, 2019 23:53:09 GMT -5
inabadromance, I have a question related to this same mesh. It will not morph properly with the body. I vertex painted it the same green as the body so it would scale with it, but it does not. What can I do to fix this?
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Post by inabadromance on Mar 6, 2019 12:49:15 GMT -5
have you created a proper uv_1 for your mesh? here's the video tutorial from 2:32 > .
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Post by evekat on Mar 6, 2019 23:02:52 GMT -5
It doesn't have sound, I'm not sure if I can follow it. Is there a written tutorial?
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