|
Post by o19 on Jun 19, 2021 1:57:09 GMT -5
Hi all
I'm trying to create a rigged object and add it to TS4. While this works fine in Blender and looks good in Sims4Studio it looks completely deformed within the game.
I cloned the animated rose bush to have a rig with some "arms" to get started with. The cylinder is a new (Blender default) mesh using the same cut group (1) as the rose bush mesh. There's nothing special with it.
What parameters do I need to adjust to make sure that my mesh looks in-game as it looks in S4S / Blender?
PS: I tried to modify the orientation and position of bones with no avail. And I replaced my mesh with this cylinder as it is less complex. I looked at a lot of the settings within S4S but couldn't figure out what to modify.
TIA
Blender / S4S show a simple cylinder (with weight paint): The Sims 4 it's a wounded pipe with a small bottom:
Package file (search for "bush" in-game, the cylinder is neither tagged nor properly UV mapped): imgur.com/tZKY0CA in-game
|
|
|
Post by Fwecka (Lolabellesims) on Jun 19, 2021 2:33:48 GMT -5
Well, it certainly is deformed, isn't it? It doesn't appear to be functional, either, but perhaps that's because you haven't yet finished it.
First, it doesn't appear to be weight painted correctly. When I click on each vertex group, the cylinder "lit up" with only some of them. Take a look at how the EA bush has been weight painted and do the same. You may be able to just transfer the weights the way you can with CAS items. I mean, I don't see why not.
Second, if your intention is to keep it a cylinder, you'll want to lower the polycount. I couldn't even see the weight painting very well through all the edges and vertices. 8K+ is a little much for a cylinder.
|
|
|
Post by o19 on Jun 19, 2021 3:05:17 GMT -5
The bush's rig has four "arms" and I use one arm for this cylinder to keep it simple. My mesh used all four arms and looked like trash in-game. So I reduced it to one basic cylinder.
The weight painting may indeed be improved. But would it solve a thing? From my understanding this is a static rig which should not modify the mesh at all. It's not functional, the rig is not (yet) animated at all. With a mesh which deforms like crazy in-game I see no point to animate it at all.
2nd) The cylinder was low-poly beforehand. I subdivided it a few times to see/show how it bends in game. I have no intentions to use it for other purposes.
|
|
|
Post by Fwecka (Lolabellesims) on Jun 19, 2021 3:12:37 GMT -5
Honestly? I really don't know if correcting the weight painting would fix things or not. I've seen plenty of borked CAS items with parts of the mesh shooting all over the place that didn't have correct weight painting, so I'm assuming that the same principle would apply to objects. I've not made anything animated before, however. Are you using a custom rig?
|
|
|
Post by o19 on Jun 19, 2021 4:17:31 GMT -5
I use the rig of the bush, as is. I even cloned the whole bush to make sure that the rig gets its own ID to avoid any interference with the original rig - I hope that this works. I did not change the position or orientation of bones here to keep it as simple as possible.
Weight paint for objects is not different from CAS parts as far as I can tell. If the bone is translated or rotated the mesh is deformed. And if the bone is scaled down the mesh shrinks.
Two bones affect the weight map of the cylinder. From my point of view it's not enough to deform it like this. From my point of view they are properly painted, as Blender painted them automatically. One can discuss about the quality but as it works in pose mode it should also work for animations.
|
|
|
Post by Fwecka (Lolabellesims) on Jun 19, 2021 4:37:48 GMT -5
o19, if editing the weight painting fixes your issue, please post back and let me know. I've been Googling and have found posts where people had mesh distortions in-game but have found no solutions.
|
|
|
Post by o19 on Jun 19, 2021 5:38:45 GMT -5
As I tried a bunch of meshes with weight paint already so I have no clue where this would lead to. I want to be able to pose / animate the object in Blender and later in-game. Without or reduced weight paint this will be impossible. I may still use blender to create different static objects without a rig and use a script to replace them but I'd prefer to have a rig with usable vertex groups.
|
|
|
Post by o19 on Jun 22, 2021 9:03:36 GMT -5
If one has an idea how to re-use the existing mesh of the rose bush please let me know.
For now I use andrew's and bruhja's tutorials to add bones and vertex groups manually to a random object without a rig (except root, transform and FX bones). This looks quite promising so far. It seems to be straightforward and as long as a custom animation/clip is used it may be the better option.
|
|