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Post by mrkoekie on Jun 30, 2023 12:43:57 GMT -5
Hey all, I tried to figure this out myself, but most toturials seem to be catered to what I like to call... ancient blender versions, so it is hard to figure out if it still works the same or not. To describe short what I want to do: *I want to create a new desk. So I exported a standard computer desk to get the right height etc into blender. *I want to use a table shape from a normall dining table ( legs) so I exported that too. I then seperated what I needed, CTRL-C copy, and paste it into the computer desk file, I changed what needed to be changed. And merged with the original object. *Now when I save and import into sims studio, I get all kind of errors. Tried to figure out what by watching youtube videos, remove vertices of shadow meshes. Merge meshes, 1 video said I remove vertices from shadow meshes and then merge with the actuall mesh so all is 1 mesh. But when I do that and merge the empty shadowmeshes, it says no date can be found so cant merge mesh 2 with mesh 0. My question is, can you even merge 2 different objects? Also, what am I to delete in blender 3.2 before I save the blend? Or what do I keep? I used to mod for anno1800 so I am familiar with blender and wanted to swap over to sims 4 modding, no success so far! But if anyone is able to help, it would be appreciated! This might all sound very confusing, so I could show by " stream" in discord what I am doing, I can message my discord tag. Thank you for reading this and possibly helping me good samaritan! ( I really want to create awesome objects )
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Post by mauvemorn on Jun 30, 2023 13:40:44 GMT -5
Hi. Yes, you can merge two objects but will need to re-do some other things First, the uv_0. You need to make the uvs do not overlap Second, the cut number. The object must receive the right one There may be more, if you changed something important. In the future, please provide the files so that we could give specific answers Here is an example of what one needs to do to get the object in s4s: - find a similar maxis item, clone it, export the blend. In the scene there will be an object, one or two shadows, possibly more objects ( for glass, for example );
- append/import your object, select it, rename uv map to uv_0; - ignore uv_1, objects have the same uv_0 and uv_1 maps;
- in most cases the original object will have one or multiple vertex groups. You need to double-click on it to rename, Ctrl C to copy the name ( usually transformBone ), then create a new vertex group on your mesh, paste the name. If there is only one vertex group, switch to edit mode, select everything with A, and assign the whole mesh to it; - give the mesh the same cut number;
- you may need to adjust uv_0 if it was not square or rectangular;
- you may also need to vertex paint the mesh if it needs to light up; - you may need to adjust the meshgroups of shadow underneath the object in edit mode; - delete the reference, save
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