hi mauvemorn! thank you for the reply, first let me say i love your mods, specially the shoes.
Thank you 🥰
If you receive no response in 24 hours, it is a good idea to post something again to update the thread just in case it was lost among the other. Otherwise, please refrain from posting repeatedly, just edit your last post instead. We won’t reply sooner because we all live in different time zones. In fact, someone might see a thread with two pages and think “this person is already receiving help” and won’t even check it.
I edited your last post to show what I mean
also, we are discouraged from fixing other people’s files because the purpose of this section of the forum is to teach people how to do that themselves.
Anyway, first thing first, it is important to understand how all of this works:
When you click Create 3d mesh, choose an item and click Next, you create a duplicate of the existing file but with a different identifier. The file you clone comes not only with meshes and textures but tuning as well, meaning the item is tuned to behave in a specific way in-game.
So, for example, let’s take the last file you shared.
The swimsuit you cloned has 3 meshgroups in its LOD0. It is split that way to interact with tall boots. When you put tall boots on a sim, the calf area disappears to prevent legs from clipping into boots. These two meshgroups are referenced in Region map (dictates whether the meshgroup stays or gets hidden upon interaction with other CAS items) and LODs( dictates what Level of details the meshgroup belong to).
When you deleted those meshgroup from the file, these references did not magically disappear. This is why you should never delete meshgroups, it can corrupt the file.
Remember that s4s is not the software ts4 developers use, it does not create CAS items from scratch, it just allows you to modify them. How much of it you can change depends on your competence ofc, but we still discourage people from messing with the structure of the files.
So it is always best to clone something that resembles yours and make sure that what you import is identical to what you cloned in terms of the number of meshgroups and bones.
Speaking of bones, if you were to select a swimsuit in CAS, then a puffy dress, you’d see that the arms change the position. Their position is dictated by Slotrayinteractions and is tied to bones. When you import an item that is affected by bones the original was not affected by, this may cause problems. This data is hard to edit ( just numbers basically, no idea how to interpret them), so again, always clone something that is shaped and behaves like yours should.
Let’s examine your mesh:
- I assumed your mesh came with shoes like the alien suit for the child, but it is not, so the suggestions I gave you are not right for it;
- it is affected by foot bones while no item for feminine frame that is made of one meshgroup is. If you will delete those bones, the mesh will not animate right. You must clone something that comes with long pants and split your mesh in the calf area;
- ideally, your mesh should hide chokers, necklaces, armbands and bracelets on both hands, and tuck into the tallest boots. So it should have 9 meshgroups. But you can make it easier for yourself by making it interact with tall boots only;
What to do:
- first, always set shading to Solid or you won't see a lot of problems with the mesh;
- the belt has overlapping geometry and flipped normals. It would be a better idea to delete that belt and add it again than try to fix it. In uv editor enable sync, select the belt's uvs, in 3d view press Delete, choose Faces.
Append the item where you took the belt from, select the belt's uvs, then press Ctrl I to invert selection, then in 3d view press Delete and choose Faces. Move the belt's uvs to the side, join meshes, place the belt's uvs in the right place;
- there are also overlapping uvs, the collar's uvs overlap with the uvs of the bottom;
- select hands and delete them, too, you should never transfer data to the body, especially in the hand area, it is already rigged, uv unwrapped and vertex painted as intended. Add them from another mesh;
- rename your meshgroup to something like "uniform". Clone yfBody_Jumpsuit_PatternBlue, export the mesh, append it in the scene, rename each meshgroup to its cut number ( or the last digit, so 0,1,2,3). Hide all of them beside uniform and 0. Select uniform, disable limit selection to visible, press B, select the same area of the mesh as 0, press P to separate it, rename the new meshgroup to uniform_0, change its cut number;
- it would be a good idea to
remove unused vertex groups from it as well ( enter 0 and click on purchase, in Blender go to File - user preference, switch to addons, choose install from file, choose this file);
- delete 0, hide uniform_0, unhide 1, do the same thing;
- same for 2;
- unhide all meshgroups and import them in the yfBody_Jumpsuit_PatternBlue
Also, for the future, never remake the whole thing before understanding what caused the problem in the first place, otherwise you’ll just run in the same issue again.