Post by serpyderpy on Aug 29, 2019 20:06:24 GMT -5
I've been diving into custom content recently but I haven't been doing it long so this may very well be a beginners mistake, but I'm a little confused. I've been following this tutorial on how to make new accessories, and I'm pretty sure I've done it right once. My workflow at the moment goes something like this:
1) Load up external modelling program, edit the model I want, yadda yadda, export as an .obj.
2) Load said .obj into blender to see if I need to set the shading to smooth, export as an .obj if I do.
3) Load up Sims 4 Studio and find what accessory I want to clone, save it, then export the mesh.
4) Load the mesh up in Blender (I'm using 2.70) and then import the .obj, scale, rotate etc so it looks right.
5) Delete the base mesh(s) with right click > delete in the scene list.
6) Rename my imported mesh s4studio_mesh_1.
7) Set the type to GEOM and the cut to 0000
8) Go into vertex group with edit mode and add the joint I want and hit the assign button.
9) Rename the existing uv map to uv_0 and then add another as uv_1.
10) Go into edit mode, open the base template for uv and then move my uv to the correct spot.
11) Export the uv layout.
12) Save the blend.
Then I'll import the blend file into Sims 4 Studio but the issue I'm having is that the base mesh that I deleted will show up anyway, and when I go throw the package file in-game to test just to make sure it wasn't Sims 4 Studio glitching out it still does this. I'll have my accessory with some glasses frames or necklace still attached with a messed up uv, no matter what type of accessory I try to clone I can't seem to figure out what I'm doing wrong.
Can anyone help? It'd be much appreciated.
1) Load up external modelling program, edit the model I want, yadda yadda, export as an .obj.
2) Load said .obj into blender to see if I need to set the shading to smooth, export as an .obj if I do.
3) Load up Sims 4 Studio and find what accessory I want to clone, save it, then export the mesh.
4) Load the mesh up in Blender (I'm using 2.70) and then import the .obj, scale, rotate etc so it looks right.
5) Delete the base mesh(s) with right click > delete in the scene list.
6) Rename my imported mesh s4studio_mesh_1.
7) Set the type to GEOM and the cut to 0000
8) Go into vertex group with edit mode and add the joint I want and hit the assign button.
9) Rename the existing uv map to uv_0 and then add another as uv_1.
10) Go into edit mode, open the base template for uv and then move my uv to the correct spot.
11) Export the uv layout.
12) Save the blend.
Then I'll import the blend file into Sims 4 Studio but the issue I'm having is that the base mesh that I deleted will show up anyway, and when I go throw the package file in-game to test just to make sure it wasn't Sims 4 Studio glitching out it still does this. I'll have my accessory with some glasses frames or necklace still attached with a messed up uv, no matter what type of accessory I try to clone I can't seem to figure out what I'm doing wrong.
Can anyone help? It'd be much appreciated.