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Post by preslava on Oct 24, 2021 5:34:01 GMT -5
I added to the dress solidify, then I select the boundary loops and add edge split to them. And everything in blender ans sims4studio looks fine. But in game is broken... Do you have a solution to the problem? Thanks in advance!
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Post by mauvemorn on Oct 24, 2021 6:35:15 GMT -5
Hi. Before you add solidify to anything, you need to make sure that the garment is not split anywhere. That said, please always provide blend and package files
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Post by preslava on Oct 24, 2021 6:44:51 GMT -5
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Post by mauvemorn on Oct 24, 2021 7:11:53 GMT -5
Hide s4studio_mesh_2 and delete the side( like, the rim, the geometry between the outer and the inner sides) of the skirt that connects to it
speaking of s4studio_mesh_2, you should not split the mesh like this. The original meshgroup is in the calf area, affected by calf bones, tuned to hide a portion of tall boots. If you will replace it with something affected by different bones, expect distortions on the highest graphic settings. If they won't happen for you, they can happen for others using your cc. Split the dress as the original was and change all regiontypes to base and their layers to 0
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Post by preslava on Oct 24, 2021 7:46:13 GMT -5
Thank you so much! Thank you for helping all of us <3 Now the dress is fixed
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Post by Fwecka (Lolabellesims) on Oct 26, 2021 2:16:45 GMT -5
Hide s4studio_mesh_2 and delete the side( like, the rim, the geometry between the outer and the inner sides) of the skirt that connects to it speaking of s4studio_mesh_2, you should not split the mesh like this. The original meshgroup is in the calf area, affected by calf bones, tuned to hide a portion of tall boots. If you will replace it with something affected by different bones, expect distortions on the highest graphic settings. If they won't happen for you, they can happen for others using your cc. Split the dress as the original was and change all regiontypes to base and their layers to 0 Sorry to jump in but I'd like to know what the regiontypes and the layers are and why set them to base and 0? Can you explain this a little, mauvemorn Thank you so much!
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Post by mauvemorn on Oct 26, 2021 6:31:08 GMT -5
In the warehouse tab you will find Region map. There you can dictate how each meshgroup interacts with other CAS items. Regiontype is responsible for the region in which the meshgroup and the other cas item exist, layer dictates which one of them will stay, which one will disappear upon interaction. Models dictate what meshgroup is affected by this entry. Clone tall boots, embed externally referenced resources, open their region map. In the next window do the same with any pants. Put them side to side and study what you see.
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Post by Fwecka (Lolabellesims) on Oct 27, 2021 20:17:39 GMT -5
In the warehouse tab you will find Region map. There you can dictate how each meshgroup interacts with other CAS items. Regiontype is responsible for the region in which the meshgroup and the other cas item exist, layer dictates which one of them will stay, which one will disappear upon interaction. Models dictate what meshgroup is affected by this entry. Clone tall boots, embed externally referenced resources, open their region map. In the next window do the same with any pants. Put them side to side and study what you see. Thanks for your help. I'm kind of getting a sense of what a region map is. The sim's body is divided up into sections, and these divisions involves cut numbers and slot ray interactions, obviously. what I can't get a sense of is what section of the sim's body is base. I look at pants, and it appears base is the hips and upper thighs. I look at a short nightie (a full body outfit) and base seems to contain the hips, upper thighs, and chest. A suit jacket contains the chest, no base. I cloned one dress that had six mesh groups. The main portion covered the chest, hip, upper thighs, and parts of the forearms. That part was labeled base. I guess any mesh group that covers most of the body--as long as the hips and upper thighs is involved--is considered base? Edit: After doing some reading, it appears base is always supposed to be rendered "on top." Nothing the sim equips will hide anything labeled base? And what of the numbers? In the boots clone, the knee and calf layers are both labeled 300, but in the pants, the knee and calf layers are labeled 200 and 400, respectively. I'm not grasping the logic behind the layers system. I'm sorry for all the questions. I did search for "region map" and it came up with 20 pages. Ugh. I've got a lot of reading to do. Thought it might be quicker to ask you.
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Post by mauvemorn on Oct 28, 2021 1:18:53 GMT -5
“ The sim's body is divided up into sections, and these divisions involves cut numbers and slot ray interactions” Fwecka (Lolabellesims) Mmm, I wouldn’t describe it this way. Certain parts of the item might need to behave differently from the rest of it. For that reason they are separated from the rest of the item and tuned individually. There is a number of known to me reasons why this is done: - to interact with other CAS items in a way that prevents clipping. For example, when you put tall boots on a sim that wears tight pants, the bottom of the pants disappears to not clip into boots, they appear “tucked”. If a sim is wearing loose pants, they would be tuned to hide the top part of the boots instead. If a sim is wearing a garment with a high collar, it will be tuned to completely hide necklaces and chokers. So, the boots and pants interact in the calf region, for example. The boots part’s layer is 300. If the pants are meant to hide it, that part of them will have a higher number (400). If they are meant to be “tucked”, they will have a lower number. If a portion of the item does not need to interact with anything this way, it is assigned Base regiontype. It means nothing will happen once it will come in contact with other CAS items; - shaders. Pretty straight forward, if lenses need to have transparency, they are assigned simglass while the rest of the item stays opaque with simskin; - those mysterious fingers. Feminine frame + full body outfit + affected by skirt or foot bones. These type of items always have separated finger. There’s nothing in slotrayinteractions of that finger, nothing in the region map. If LOD0 is not split, then LOD1 is, always 🤷 Cut number is something that has nothing to do with ts4 itself. This is s4s’s system. Say, an item is split into 3 parts. In the warehouse they come in the specific order. When you export the blend, the order is preserved through cut number (the first geometry in the list receives 0000, the second - 0001, the third - 0002). So whatever you import that has cut number 0000 will replace the first geometry in the list, and so on. Nowhere else do these numbers appear. Once that part of the mesh is imported in s4s, group number, instance and type become its identifiers, not cut numbers.
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Post by Fwecka (Lolabellesims) on Oct 28, 2021 1:38:45 GMT -5
Oh, that makes sense now. I guess I meant the meshes are divided up, not the sim's body. Sorry. Having a bad day. I'd forgotten that cut numbers are a Studio thing, so thanks for that reminder. And thank you for the explanation!
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