|
Post by bluenatic on Oct 10, 2021 0:10:17 GMT -5
Hello, I was trying to make protesis legs for as Sim and used this package as a base: Packagehowever I'm struggling since around two days to get this to work currently I'm facing the problem that the feet of the new protesis doesn't move at all like they're stick to the ground while the old ones are still included. I didn't do anything on the UV mapping so far since I wanted to make the mesh run first before doing all the mapping work for the textures. these are the blender files I used: protesis / My editCan anyone tell me what I am doing wrong? I used this Tutorial
screenshots of the two attempts: 1 / 2thanks in Advance
|
|
|
Post by Fwecka (Lolabellesims) on Oct 10, 2021 1:44:21 GMT -5
In the octane legs file, the old weights are still there. All the ones that begin with "bip" are not Sims 4 weights. The ones that start with "leg" are also not Sims 4 weights. Generally, you should delete all of the existing weights before transferring when converting a mesh that already has weights. You want to start with a clean slate. You've already transferred weights but I'm wondering if what you have is what you need. The mesh goes up to the thigh so I would think you'd need thigh bones which your mesh does not currently have. I can't remember right now but I also think the mesh you use for your final package must have the same bones as your custom mesh. I don't know what you cloned. Was it a custom item?
In short: you have weights you shouldn't have and you may need weights don't currently have.
|
|
|
Post by mauvemorn on Oct 10, 2021 5:23:13 GMT -5
Hi. As it looks right now, it will not work. You can make the protesis legs hide only the parts of the legs below the knee, everything above will stay. The only thing you can do is make them as a bottom ( like pants)
|
|
|
Post by bluenatic on Oct 10, 2021 13:24:10 GMT -5
First of all I'd like to thank you for the reply I deleted the old Weights transfers and made sure only the Sims Mesh Weights are there The good thing is: Both legs move now! The bad: the old Mesh is still there even I deleted the old Mesh for Test. Also the New Mesh Legs seem to be "sticked / glued" together and move together instead of a correct walking animation (Screenshot for reference) ScreenshotNew Blender FileAnd yes. It was a custom Mesh : Custom Mesh
|
|
|
Post by mauvemorn on Oct 10, 2021 13:28:40 GMT -5
also, the legs stick because you need to clean weights. And, as fwecka said, the cc reference you're using does not contain the needed data, it start below the knee while your item goes way above that. It needs to be affected by thigh bones while the cc reference is not
|
|
|
Post by bluenatic on Oct 10, 2021 16:22:19 GMT -5
Thank you very much! I added tight bones, it works perfectly fine now! Sadly I got a new Problem (I am sorry) New FileI wanted to do the UV Mapping now to finish the Mesh. however all I get is this tiny dot at the bottom left corner. I also noticed I got tons of images in the UV Mapping now. How can I fix this to do the UV mapping? Thanks in advance
|
|
|
Post by mauvemorn on Oct 11, 2021 4:17:21 GMT -5
Did the uvs come like this? If not, you probably deleted the right uv map. You could try transferring it from the original but it be best to just rig the original mesh. Also, this is not what other meshgroups must be, you must split your mesh into 3, not duplicate it 3 times, this is not the hair. Read this
|
|
|
Post by Fwecka (Lolabellesims) on Oct 11, 2021 4:53:48 GMT -5
Edit: I posted at the same time Mauvemorn did (haha) so some of what I said is a repeat. First, I'd like to know what you cloned and what a3ano_013 cloned. The package you shared made by a3ano_013 says "DBKblades." What is that? Is it a game item? If it is it's from a stuff pack or expansion pack that I don't have because I don't see it in the S4S catalog. I'm not aware of any shoes or boots in the game that include thigh bones but I have a file made by Redheadsims that is thigh-high boots made from the slouch boots. This file contains thigh bones though the EA slouch boots do not. Somehow, the slouch boots package file was forced to include thigh bones so, I guess it's possible to clone boots and force the package to use thigh bones. I don't know how to do that, though. The reason you have a tiny dot in the corner is that you haven't UV-unwrapped your mesh yet. You don't have a uv_0 or uv_1, either, for that matter. The uv_0 is needed for texturing and the uv_1 is needed so your mesh will respond to the CAS sliders. You also have three mesh groups but each mesh group is identical. That won't work. The number of mesh groups you have has to match the number of mesh groups of your cloned EA item, and your mesh has to be separated the same way the EA item is. Take a look at the link Mauvemorn shared. It'll tell you more. Generally, you'd clone an item that's close in shape and type to what you're making (e.g. clone pants if you're making pants), remove existing weights if your mesh comes from another game, transfer the weights, transfer the uv_1, vertex paint (vertex paint works with the uv_1), delete body parts covered by your mesh then join your mesh with the EA body parts, separate your mesh in the same way your EA clone has been separated, and assign cut numbers. This is a very, very rough outline--I'm leaving out a lot of details--and not necessarily in the correct order, either, but it should give you an idea of what's needed. I'm also not including the 3D modeling of your mesh (if made from scratch), UV mapping, or adjusting weight paint if needed. For what it's worth, I have two tutorials I'm working on that are conversions from another game here and here. Though I'm not sure they'll help you. I also have a tutorial in my signature that I made for myself that will likely help more, and there are tutorials here on UV unwrapping. There are A LOT of tutorials on this site actually, and Mauvemorn is always of immense help. If you're very new, it might be a better idea to try something easier just to familiarize yourself with the process. Again, there are tutorials here that can teach a lot.
|
|
|
Post by mauvemorn on Oct 11, 2021 5:12:45 GMT -5
Where does the package include thigh bones? In slotrayinteractions?
|
|
|
Post by bluenatic on Oct 11, 2021 21:01:14 GMT -5
I tried to unwrap the UV but it seems it messed up the whole verticles
I am all new to this and actually just wanted these legs for a character I want to do from another game. sadly these protesis are a need for that character. I will probably try it again later or look out if I can find a creator who is more experienced with this
Thank you for your help and your time I really appreciate it
|
|
|
Post by Fwecka (Lolabellesims) on Oct 11, 2021 22:37:50 GMT -5
Where does the package include thigh bones? In slotrayinteractions? It's these boots I was talking about. I exported the mesh and saw that it contains thigh bones though it was cloned from the slouch boots. The slouch boots do not have thigh bones that I could see in Blender so I don't know how Redheadsims introduced those weights. As for SlotRayInteractions, I have no idea. I don't know what the information in that area means.
|
|
|
Post by Fwecka (Lolabellesims) on Oct 12, 2021 0:41:47 GMT -5
I tried to unwrap the UV but it seems it messed up the whole verticles I am all new to this and actually just wanted these legs for a character I want to do from another game. sadly these protesis are a need for that character. I will probably try it again later or look out if I can find a creator who is more experienced with this Thank you for your help and your time I really appreciate it ************************************************************* Can you share the original mesh that you got from the other game? I'm sure it's already UV mapped. You'd need to alter the UV map so that the islands are located on the CAS map properly, but fortunately, you can bake the texture from the old UV layout to your new UV layout. Here is the CAS map: Since you're doing a conversion you can look at what I'm working on here and here. You'd need to clone something appropriate such as pants though maybe there's a way to force a shoe clone to accept thigh bones. We'll have to wait and see what Mauvemorn says about that. It might be best to start over, to be honest. Start with the mesh that you got from the game. It should already be textured and UV mapped and we can work with that. You'll need to delete all of the weights from that mesh. That way you'll be starting fresh. A lot of the instructions in the two tutorials I linked above have to do with things you don't need to bother with. Aside from preparing your mesh by deleting all the weights and possibly cleaning up errors (clipping, missing faces, faces inside where they won't be seen, etc.) you need to do the following: *close the holes of your mesh and UV unwrap them (maybe not; I'd have to see the original mesh) *transfer the uv_1 *transfer weights *vertex paint *for the nude body that you will be eventually joining with your mesh delete the parts that your mesh will cover up (you may be using the pants mesh rather than any nude body parts) *rearrange the uv_0's UV islands *transfer the texture from the original UV layout to the new UV layout *export the texture and the UV layout *join the nude body part (or pants, in your case) with your mesh *separate the joined mesh to match the EA mesh groups you cloned for your package *assign cut numbers *make your LODs Those are what you should focus on if you choose to use my tutorials. Hopefully, I haven't forgotten anything! Please note that I haven't completed the making of LODs part. The tutorials are still a WIP.
|
|
|
Post by mauvemorn on Oct 12, 2021 3:14:08 GMT -5
Where does the package include thigh bones? In slotrayinteractions? It's these boots I was talking about. I exported the mesh and saw that it contains thigh bones though it was cloned from the slouch boots. The slouch boots do not have thigh bones that I could see in Blender so I don't know how Redheadsims introduced those weights. As for SlotRayInteractions, I have no idea. I don't know what the information in that area means.
Fwecka (Lolabellesims) when i say "introduce new bones" i mean someone takes a blend file where meshgroups are affected by new bones and imports it in the package. That's it. The related to them data does not magically appear in slotrayinteractions, and that is what CAN cause problems. For some people, the distortions do not happen at all, for others the distortion do not happen in their game but happen in the game of people using their cc, the third category of people sees them right away in their game. Not all bones have related to them data in slotrayinteraction, so introduction of new bones is not always meant to cause problem, but i know for a fact that thigh bones do, we had someone with that issue. Redheadsim simply disregarded that either because they don't know or because it does not happen to them. You can do this: 1). Do not add a thumbnail, let the game generate its own. The problem can appear only on the thumbnail;
2). Check the garment in CAS on the highest graphics settings, these appear on the highest; 3). Change the settings to the lowest, restart the game, check the mesh is live mode while zooming out; 4). If you will get no problems, you can share. If people will report problems, you can fix them later; 5). Or you can avoid all of this by cloning a bottom item and recategorizing it.
|
|
|
Post by bluenatic on Oct 12, 2021 11:53:03 GMT -5
Fwecka (Lolabellesims) Thank you again for your respond since you asked this is the Model I used to get the legs: Model / MeshYeah I figured starting all over would be better. however I'd like to wait for your next reply about the Model in case there's anything that is supposed to not work Once again thank you very much for your time and your help, to Both of you. I really appreciate it
|
|
|
Post by mauvemorn on Oct 12, 2021 12:44:18 GMT -5
Yeah, the mesh has a uv map, you can restart with no problems. You can rearrange and rebake textures like this
|
|