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Post by tehhi on Feb 17, 2015 12:36:18 GMT -5
thank you!
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Post by motherof70 on Jul 7, 2015 13:10:57 GMT -5
Using the tutorials here I've managed to suss out how to find out where the joints should be listed but I'm only finding the joint that is assigned to that particular mesh piece, so my imports have no list there to assign them to. It's an object I'm making but the process should be the same I would have thought. Maybe I don't have some box ticked in Blender? I'm regularly mucking up the layout of Blender. Any ideas?
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Post by orangemittens on Jul 11, 2015 9:36:23 GMT -5
motherof70, for an object if you want to have an item that has animation based on a joint you need to clone something that has that animation already. If you do this the joints will be present on the list.
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Post by motherof70 on Jul 11, 2015 10:01:38 GMT -5
motherof70, for an object if you want to have an item that has animation based on a joint you need to clone something that has that animation already. If you do this the joints will be present on the list. I'm fairly certain I did that, I have a feeling I was working on a bath tub and then imported the obj file and no matter what I clicked on, each part showed the correct colour of joint and the name where the list should be, but only that joint name. That's why I asked if there was a setting I was missing, the joints are there but only individually. I ended up exporting the meshes from Milkshape, already jointed, then importing into Blender and the joints were retained and for the first time I have a proper fully functioning bath-Yay! Mucked it up again with some tuning but that's another issue. Anyway, I'm learning loads all the time, thanks for your patience.
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Post by Ebonix on Apr 23, 2016 7:29:59 GMT -5
Is there an updated version of this? Because the Blender I have now doesn't have the assign button?
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Post by Mathcope on Apr 23, 2016 11:58:39 GMT -5
I think you still need to use blender 2.70 to interact with Studio.
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Post by Ebonix on Apr 24, 2016 14:55:46 GMT -5
Ohhh okay thanks sweet! I figured it out anyways xx
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Post by orangemittens on Apr 25, 2016 12:47:57 GMT -5
Hi EbonixSims, mathcope is correct and Studio needs to have Blender 2.70 to work with. It sounds like you got things working now though
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Post by brybee on Sept 18, 2016 8:30:27 GMT -5
Hi EbonixSims, mathcope is correct and Studio needs to have Blender 2.70 to work with. It sounds like you got things working now though please help. I managed to follow your steps and have gotten my mesh to flow and animate with my sims movements but at the same time there is big gaps and cuts in the torso mesh and my mesh i added stretches and spreads when the sim moves. I am trying to add a cube to the shoulder and want it to flow with my sims movements but so far no luck at all. I have tried what you said but i am doing something wrong, When i join my meshes to the sim mesh i can see it in studio preview but in game it looks very weird. How can i make this work i am so lost and fustrated from trying to figure this out for days.
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Post by gnerdsimmer on Feb 1, 2017 18:33:30 GMT -5
Hi! Thanks for the tutorial! For some reason when i import the mesh it only shows up the old one :(
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Post by Deleted on Mar 14, 2017 17:57:14 GMT -5
I have a question about moving something to a different category but not changing the item. I have a set of nails made by someone in the "left wrist" category. I don't want to change the mesh, but I want to make a copy of the nails to put in another category so that they can work with left wrist items. I have nails in the "rings" category, so I tried to put the nails into one of those categories, but when I select them, they don't show up at all. this is the only time changing the category of an item hasn't worked for me, I've done it a few times with other accessories. they should already have weight assignments, right? is there a solution to this?
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Post by atashi77 on Dec 7, 2017 21:27:18 GMT -5
Hi, this is my first time here, so I'm sorry if this is not the place where I should be asking this, but I've tried following this tutorial to assign an accesory to the tip of the index finger, but for some reason it doesn't work. I'm thinking maybe I'm assigning the wrong joint. I have tried with
b__R_Index0__ ( it works but the accesory is joint to the proximal phalanx, I actually want it to be attached to the distal phalanx ) b__R_Index1__ ( doesn't work in CAS, object floats all over the place ) b__R_Index2__ ( doesn't work in CAS, object floats all over the place )
Can anyone help me, please?
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Post by lysssimpatico on Jun 29, 2020 10:35:19 GMT -5
I have an issue. I just wanted to put a ring on the opposite hand ring finger. It took quite a bit of work lining it up. I assigned it to the correct joint and it should all be fine but for some reason the ring isn’t lined up properly on the finger. It’s positioned very low on the finger and not centered, the ring has a lot of slack on the top for some reason. In blender it’s fine and in game it looks ridiculous. Any idea why?
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Post by simmerish20 on Jun 29, 2020 11:39:15 GMT -5
^ Are you absolutely sure you have the opposite finger (L and not R or the other way around)? And that the ring is only assigned to that joint? I've had similar problems before, and it turned out the accessory was also assigned to an unrelated bone or partly to a bone on the other hand or some such, so you may want to check that.
You can check by right-clicking a vertex and seeing if the "vertex weights" only has the joint(s) you want. If there are others listed, go to Object Data (the triangle) and edit until you're happy with the result.
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Post by Feyona on Jun 29, 2020 23:57:54 GMT -5
I have an issue. I just wanted to put a ring on the opposite hand ring finger. It took quite a bit of work lining it up. I assigned it to the correct joint and it should all be fine but for some reason the ring isn’t lined up properly on the finger. It’s positioned very low on the finger and not centered, the ring has a lot of slack on the top for some reason. In blender it’s fine and in game it looks ridiculous. Any idea why? Most likely you didn't change the weight or didn't remove an extra bone. Share your file so someone can take a look and pinpoint where is the issue. Also if you want to move the ring to the finger on the opposite hand, the easiest way to do this is to mirror it in Object mode by clicking Object (on the bottom side of the screen) and choosing Mirror X global. It will move the item right to the same spot but on another hand.
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