Post by danisimsbr on Nov 19, 2020 16:55:02 GMT -5
Hello, everyone! I've already made recolors on Sims 4 Studio, but it's my first time editing a mesh. It was also my first time doing anything on Blender, so you can imagine how confused I am hah
I tried to turn a Grill into one of these street food stands. But I didn't want it to be only decoration, but a working Grill. I'm creating a festival lot and I really need one of those to add there.
Here's how it looks like at the moment:
So I have a few questions. That's ok if you can't answer everything.
1- Does it work? I mean, adding all of that structure around the object, will the sims cook there properly? I guess the rig is in the correct position.
2- How do I color it the "right way"? Do I have to create an UV for each piece and color separately? How?
3- The object has to be transformed into one thing? There are many pieces. I had used "A" + "Ctrl+J", but I undid it since I didn't know if was correct.
4- Then I tried importing it into the SIms 4 Studio just to see how it would look on the game, but it didn't import/work. It probably has something to do with numbers, etc. But I still don't know how to fix that.
I am trying to create one of those food stands:
I'm sorry if those are silly questions. I literally started using those editing softwares yesterday. So I'm a total beginner hah
We have a whole section of tutorials to learn about creating items for the game. Please check it out. In order to import your item in the game, it has to resemble EA's item structurally. It has to have the same amount of groups and the same bone assignment if there are any. You can check it by exporting and examining EA's items.
Please don't DM me here or elsewhere asking for assistance with Ninjaripper or CC. I don't work in Ninjaripper anymore. Please post your questions in Creator Help thread so everyone can chime in and help solving the problem
3 & 4: You definitely want to check out the blender file of the grill that you've cloned. So, say you cloned this one:
We can see it has three "cuts" or "meshes" (it seems like different people use the different words, I use "cuts" though." The grill you make must have the same number of cuts when you try to import it back into S4S.
By clicking the eyes on and off you can see what part of the grill is on what cut:
The "s4studio_mesh#" doesn't always match up to the actual "CUT NUMBER" though (ESPECIALLY in CAS stuff), so you always want to double check:
If there are any special effects you want to keep, including shadows, keep those things on the original cut number. So on this grill, I'd probably delete "s4studio_mesh_1", and append the object I've created into this blend file
then navigate to the blend file & double click it.
Then Object > and select whichever cuts you want to import/"append".
Then change the cut number if you need to, like here make the grill body cut 1.
EDIT: Also, your vertex groups must match too. You can't have more than what the original cloned item had. So here you can see that cut 1 has the transformBone vertex group, so make sure your cut 1 doesn't have anything other than that!
If all the cuts numbers are correct (and none are missing) you should at least be able to import into s4s. Does that make sense // if you follow this, can you get your grill to import into s4s?
Last Edit: Nov 20, 2020 14:57:22 GMT -5 by ameyasims
2: Definitely export meshes from various stalls in game and get a feel for how their UVs are set up. The stalls have more cuts than the grill does, so afaik you'll need to fit everything on one cut onto one texture, but it gives you an idea.
Also search for tutorials here and on youtube for "unwrapping" and "UV" and things like that to help you understand how it all works. And play around with different unwrapping methods. If you select all in blender then hit u, you can unwrap in different ways.
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