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Post by yoonmikim on Dec 3, 2022 17:07:35 GMT -5
Please move on if your most helpful comment is to refer me to the 2016 tutorials and you're clueless as to why that sort of comment isn't useful. Because I've gotten such comments before, while not realizing that blender and Sims Studio GUI has changed. And no, not helpful. Also the follow up with "But I don't see the difference." They need updating. Face it. That's documentation. Anyway, the majority of tutorials has this radio button under CAS called " Create 3D mesh" This is true for Mac and PC versions of the tutorials. HOWEVER It's missing from the latest version of the Mac one: Since you (meaning the creators) do not stack the old ones this is causing me issues following older tutorials. There are no newer ones to show how to get past this. As soon as 4 months ago, apparently the button exists. I cannot find instructions to bring back the radio button. I need it because when I load the mesh into an old file, it looks like this: (And yes, I do know, I have to change the LOD, etc... not the point, move on.) The point being that the OLD mesh is still there and there is no function clearly labeled on how to delete it from GUI. And yes, I did check the warehouse section of the file. And no, the old mesh isn't there. And no, there are no instructions online, because the tutorials are out of date by 6 years. So I was wondering what happened to the radio button for create 3D mesh and how to resolve this next step. Also, since it's not intuitive, I wish it was. I wish I could click something and delete the old mesh. But this is my UX side coming out and wishing for better accessibility for disabled users, in particular. BTW, since the tutorials are out of date, a lot of the things they ask you to do don't work. I get the old excuse of "But we're doing it in our free time." But I think it's not that hard to admit that the tutorials are out of date and might need some reconsideration and to ask people to help with the lack of them. Also, acknowledge that Blender 2.79 is crappy and no longer needs to be supported since content creators can't use Windows XP anymore--SIMS4 will not load on it, it's not supported by Microsoft and it's more of an issue of if the programmers want to update to a newer version of Blender. Hanging onto old things is sometimes not a good idea? Being honest is better. Some programmers are lazy. That's OK. The previous reasons to not convert to a newer version no longer apply. (BTW, also there are scale issues with converting from newer versions of blender to older versions of blender, where the size of the object varies on import, which means the old excuse of "But--but you can just import it" doesn't work, because you need consistency of scale, which, BTW, the newer versions of blender have built in.) So I need some resolutions because it is NOT intuitive and the tutorials are severely out of date.
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Post by mauvemorn on Dec 3, 2022 19:05:55 GMT -5
I suggest you to start by reading the up-to-date information provided on the download page of s4s aurora and studying similar pants made by ts4 developers. These two things will answer all of your questions. 1). Create 3d mesh is not and has never been in the Mac version of s4s. It is not in the screenshot of the program on the download page. This question has been asked and answered many times before. Create 3D mesh and Create CAS Standalone do the same exact thing: they create a package with new identifiers and reference all resources instead of including them. It hasn’t always been this way, though, Create 3d mesh used to include the resources of the original package. This could be considered a form of piracy, so to avoid problems with EA, the developers removed this feature. Since people do not read the information on the download page, they decided to leave this option to prevent the mass hysteria. By the time the Mac version of s4s was introduced, these options did the same thing, so the developers just didn’t add Create 3D mesh to it. 2). Your mesh displays the face texture because its uvs aren’t where they should be sims4studio.com/post/58687/threadI don’t know what your pants are supposed to look like, how/if they are split into multiple meshgroups to give you any concrete answers. What I can tell you is this: - those aren’t lods. Lods are never shown together in the preview. I don’t know what your mesh is supposed to look like, but it is either the original texture being projected on the nude body underneath your pants or the remnants of the original mesh that you did not overwrite sims4studio.com/thread/13120/cut-numbers-easy-explanation;- There is Delete button in the warehouse tab. However, you must never delete anything from the package unless you added it yourself instead of overwriting an existing resource. Everything ts4 developers put into the package is there for a reason; - The most important thing about content making for ts4 you have to understand: unless you’re starting from an empty package, you are creating a new game asset by modifying a duplicate of an existing one. Ts4 developers came up with a system and your item must follow the rules of it to function properly. If the pants you cloned are split into 3 meshgroups to tuck into tall boots, yours must be as well, in the same number, the same way. If you don’t want to do it, clone something that does not need to tuck (like underwear). If they are unwrapped in the area meant for pants, yours should be as well, otherwise they will conflict with other items. 3). S4S Aurora supports the latest version of blender, it is written on the download page. I don’t know how long did it take to rewrite the plugin to be compatible with 2.7x and 3 that are two different software by now, but it took 5 months to release the updated plugin publicly because in the meantime EA released 676457 content breaking updates that someone had to find a way of fixing. If you are so knowledgeable on the subject and programming is so easy for you, we’ll greatly appreciate your help in decoding file formats next time EA adds a new one or breaks an existing one without offering any guidance. 4). 2.8+ is a lot more demanding in terms of computer performance than the sims 4. It’s mostly openGL 3.3 and 8 gb of RAM, not so much the version of windows anymore. If they were to discontinue the support for 2.7x, many people would not be able to create meshes and animation at all 5). it would take days if not weeks of filming and video editing to provide sufficient amount of information on 3-5 programs, relevant 3d concepts, the adaptation process, and how it differs depending on the item, to make a proper beginner-oriented tutorial on making clothing for ts4. No one owns you this time and effort.
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Post by yoonmikim on Dec 5, 2022 0:09:04 GMT -5
I suggest you to start by reading the up-to-date information provided on the download page of s4s aurora and studying similar pants made by ts4 developers. These two things will answer all of your questions. 1). Create 3d mesh is not and has never been in the Mac version of s4s. It is not in the screenshot of the program on the download page. This question has been asked and answered many times before. Create 3D mesh and Create CAS Standalone do the same exact thing: they create a package with new identifiers and reference all resources instead of including them. It hasn’t always been this way, though, Create 3d mesh used to include the resources of the original package. This could be considered a form of piracy, so to avoid problems with EA, the developers removed this feature. Since people do not read the information on the download page, they decided to leave this option to prevent the mass hysteria. By the time the Mac version of s4s was introduced, these options did the same thing, so the developers just didn’t add Create 3D mesh to it. 2). Your mesh displays the face texture because its uvs aren’t where they should be sims4studio.com/post/58687/threadI don’t know what your pants are supposed to look like, how/if they are split into multiple meshgroups to give you any concrete answers. What I can tell you is this: - those aren’t lods. Lods are never shown together in the preview. I don’t know what your mesh is supposed to look like, but it is either the original texture being projected on the nude body underneath your pants or the remnants of the original mesh that you did not overwrite sims4studio.com/thread/13120/cut-numbers-easy-explanation;- There is Delete button in the warehouse tab. However, you must never delete anything from the package unless you added it yourself instead of overwriting an existing resource. Everything ts4 developers put into the package is there for a reason; - The most important thing about content making for ts4 you have to understand: unless you’re starting from an empty package, you are creating a new game asset by modifying a duplicate of an existing one. Ts4 developers came up with a system and your item must follow the rules of it to function properly. If the pants you cloned are split into 3 meshgroups to tuck into tall boots, yours must be as well, in the same number, the same way. If you don’t want to do it, clone something that does not need to tuck (like underwear). If they are unwrapped in the area meant for pants, yours should be as well, otherwise they will conflict with other items. Not the 3). S4S Aurora supports the latest version of blender, it is written on the download page. I don’t know how long did it take to rewrite the plugin to be compatible with 2.7x and 3 that are two different software by now, but it took 5 months to release the updated plugin publicly because in the meantime EA released 676457 content breaking updates that someone had to find a way of fixing. If you are so knowledgeable on the subject and programming is so easy for you, we’ll greatly appreciate your help in decoding file formats next time EA adds a new one or breaks an existing one without offering any guidance. 4). 2.8+ is a lot more demanding in terms of computer performance than the sims 4. It’s mostly openGL 3.3 and 8 gb of RAM, not so much the version of windows anymore. If they were to discontinue the support for 2.7x, many people would not be able to create meshes and animation at all 5). it would take days if not weeks of filming and video editing to provide sufficient amount of information on 3-5 programs, relevant 3d concepts, the adaptation process, and how it differs depending on the item, to make a proper beginner-oriented tutorial on making clothing for ts4. No one owns you this time and effort. 1. Yes, it did show on a Mac tutorial. Literally, the tutorial I learned about LOD said it was for Mac. I only showed the PC version because it was the closest on hand. You seem to be misinformed? Granted, this was 2-3 years ago. 2. Not the question I asked. I asked why there is no function to take out the previous MESH. I said Mesh. I meant mesh. I commented on the LOD, because I knew someone was going to try to take issue with it and make it off-topic. Congrats. You just did that. So it doesn't address how to remove the previous mesh in your answer. I demonstrated that the previous mesh is still in the thing and even talked the jargon for you. Please go back and read more carefully and look at the screen. The previous pants with UV are still there. There is no way to remove it intuitively. I haven't fiddled with the UV mapping yet. I'm trying to get past step 1 in Sims Studio--removing the previous mesh. (There is no "replace mesh" option either.) 3. I commented on GUI, and UX because I know UX well, and it's not that intuitive. I get that programmers are usually up to the shortest path to get it to "function", but functioning isn't the same as working in the UX world. And I have opinions about how to streamline the program in order to meet the needs of the highest consumer base, which includes, but is not limited to disabled users, (particularly neurodiverse ones). I know the psychology of programmers, and they usually hate UX comments, but I feel like with some thought about documentation, and GUI, you could have it so people can skip the endless out-of-date tutorials, so you don't have to direct them every time and it would save everyone time. Writing some documentation into the program should be the basics of any open source software in the first place. I should note that I'm HSP, so I have higher sensitivity to bad UX than the average user. The best UX is one that needs no documentation, but then in lieu of good UX, should be documentation. (This is programming 101) and I'm saying that since I've seen several iterations of Sims Studio, it's lacking documentation because you have to rely on Youtube tutorials in order to achieve your goals, which then come out of date with newer iterations, but it should be internal to the program itself. Even the lousy past versions of Blender, had some (lousy) internal documentation and instructions. Though the newer version is better on both counts. Function=/=work. So I'm asking for better documentation within the program base itself. And currently, given I don't know all of your versions, updates, etc, I can't do that, but the people who built the architecture can. It would remove some of the reliance on youtubers, plus as you're explaining it to other people might make you reconsider some features as too cumbersome.
I *get* it, though, programmers hate writing documentation. I'm related to a few programmers, and while my Dad commented on how important documentation is to the point he gave me an hour long lecture about it including the types and why I should include it into my HTML, he also hates writing it and so when I requested he write a program, he didn't write any documentation for it, and skipped it when I asked him to write it. (lol Demonstrating his lecture very well).
Neither of them are that sexy to programmers because it's more work, and look, it functions, but I'm saying doing both would help the user base a lot, especially when the GUI, etc drastically changes. (And yes, beyond changelogs). The light amount of documentation isn't helpful.
Documentation, though isn't just videos. It's also writing, putting alt text on buttons, etc.
4. As I said, Windows XP isn't supported by the SIMS4 anymore. The excuse no longer flies. People have moved on and updated their machines. It's not bad to admit that rewriting the architecture would be cumbersome and some of it is programmer laziness (I do know this one too) and it would be a lot of work. I get that. But I think thinking about this fact is also important to consider. Doing 3D stuff is pretty demanding on computers regardless. The majority of the clothing creators, BTW, use Marvelous Designer which requires far more RAM than Blender. Latest version of Blender without animations is about 2-8GB RAM. 64 for animations, but higher RAM for animations has always, always been true and it has always locked out some users. But think of it this way: If they love, love making things for SIMS4, they will invest in that RAM. But if they never get started because of the lousy GUI in Blender 2.79, then how are they going to start? I loved graphics enough to upgrade my RAM to the maximum. But I only got there after trying more simple things. It's likely your "Doing lots of animation" user already upgraded. (Again, talking UX)
I once had this program called Mojoworld, and it did fractal 3D worlds, which was awesome (defunct now). I've kept my ram high ever since. But I didn't start there. I started doing 3D in Photoshop. Then I moved to doing Blender, and Sketchup. And then MojoWorld. The GUI in Mojoworld was confusing, but they bothered every step of the way to have documentation internal to the program and also had a "mess around long enough and you will learn it" type of UX system.
SIMS base game currently asks for 8 GB RAM--not that different from the base rec of the current Blender.
Not that different.
Aiming to change it slowly, especially since they are likely to still add games, wouldn't be that bad to consider, especially since the SIMS team updated the specs since you started. Consideration, doesn't mean you have to do it tomorrow.
5. As I said, the problem is documentation, in the program itself Simple documentation like hovering over an object to describe what it does, or even internal help menu to explain the architecture would help a lot. And external documentation you can achieve by asking people to do it for you, which you can achieve by reaching out to content creators on youtube and asking for UX feedback.
But again, as I said in the third item--I get it, Programmers hate writing documentation. That's UX stuff and the program "functions", but sometimes thinking through small touches helps everyone. (And it's BORING, but I write documentation for websites when I make them, so laymen could understand it.)
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Post by mauvemorn on Dec 5, 2022 3:23:46 GMT -5
1). I guess S4S developers are also “misinformed” about what they have and have never added to the program. This is literally from the first search result sims4studio.com/post/80720/threadThat person could have been running a windows version on Mac using Wine or similar programs 2). I literally told you there is Delete button in the warehouse that can remove ANYTHING. I also linked you to the post that explains how to remove the previous mesh CORRECTLY. “Removing the previous mesh” comes after “fiddling with the uv map”. There is literally no point in importing a mesh that hasn’t been adapted in s4s and you just witnessed why. It has to be split before you import it in the package with multiple meshgroups. It has to be unwrapped before you split it. 3). And I explained you in great details that you have no understanding of how the packages are structured and what you deem “intuitive” must not be done at all and goes against the system developed by THE SIMS 4 DEVELOPERS, NOT S4S DEVELOPERS. The delete button exists only in the warehouse because that is where you add new resources to the package and to all the places they should be referenced in. Deleting an existing resource will disrupt the structure of the package 4). The features are either self-explanatory (my god, what can “Delete“ button mean!) or require a paragraph of information that cannot be crammed into a pop-up. On the main menu you can click on ONLINE USER MANUAL and be directed to the tutorial section that is filled with threads by s4s developers that explain most features in great details. I linked you to the one that answers your question, yet you didn’t even bother to read it. You keep calling the developers lazy but can’t even do the barest minimum of reading the answers they have already provided. 5). So you’re just going to ignore “SIMS 4 STUDIO AURORA ALREADY SUPPORTS BLENDER 3” and a big Blender 3.3 image on the download page of the beta version of s4s? Ok Sims 4 and Marvelous designer 10 work just fine on 4 gb of ram, Blender 3 does not. Without a graphic card that supports open gl 3.3 blender wont even start. But I am once again telling you that SIMS 4 STUDIO SUPPORTS BOTH 2.7X AND 3 VERSIONS OF BLENDER so that everybody is happy and no one has to be passionate about cc making enough to buy a new machine or parts for it just to do it I truly do not understand why do you even bother asking these questions when you do not even read or try to understand the answers. To argue about things that you have zero knowledge on? This is the last time I’m wasting my time on talking to a wall and I highly doubt others would entertain someone with such attitude, so I suggest you to get off your high horse and actually try to understand what you’re doing or just move onto another ts4 program.
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