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Post by mauvemorn on Aug 13, 2023 14:00:09 GMT -5
They behave as they should, they just dont look in a way that works with how clothing moves and morphs in ts4. The waist expands and shrinks. To not clip into the coat, the buttons must expand and shrink just like the area of the coat they cover. When they do this, they deform, unlike real-world ones. To avoid it, maxis paints the buttons instead of sculpting them. You can try to make the buttons move and morph like a specific point in space instead of the whole area it covers, but they might clip into the coat
- in uv editor enable sync, select uvs of all buttons, P - Selection to separate; - choose uv_1, select uvs of one button, W - Weld. Do to all individually; - select the edge loop in the middle of the button, in 2.7x its Mesh - Edges - Subdivide, if im not mistaken; - disable Limit selection to visible, select the vertex in the middle of the button, press B, select the whole button, copy weights from the active vertex to selected ones - select only the vertex you created, Delete - dissolve vertex - do this to each button As i mentioned, it is possible that the buttons will clip into the coat. You should move them away from it then
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Post by agsh on Aug 14, 2023 7:55:21 GMT -5
They behave as they should, they just dont look in a way that works with how clothing moves and morphs in ts4. The waist expands and shrinks. To not clip into the coat, the buttons must expand and shrink just like the area of the coat they cover. When they do this, they deform, unlike real-world ones. To avoid it, maxis paints the buttons instead of sculpting them. You can try to make the buttons move and morph like a specific point in space instead of the whole area it covers, but they might clip into the coat
- in uv editor enable sync, select uvs of all buttons, P - Selection to separate; - choose uv_1, select uvs of one button, W - Weld. Do to all individually; - select the edge loop in the middle of the button, in 2.7x its Mesh - Edges - Subdivide, if im not mistaken; - disable Limit selection to visible, select the vertex in the middle of the button, press B, select the whole button, copy weights from the active vertex to selected ones - select only the vertex you created, Delete - dissolve vertex - do this to each button As i mentioned, it is possible that the buttons will clip into the coat. You should move them away from it then Thanks for your instructions! I still feel a bit confused when follow the steps. Have also read another tutorials to try to figure it out. I feel what I need to do is make the weight of button and the weight of place that nearest the cloth keep the same. Then make the uv_1 of the button look like a point.
I have met some problems like There are some buttons don't have the vertex in the middle. The buttons dont look like a point in uv_1 and dont go well when I test in game. I guess I failed. Could I have the chance to have more detailed suggestions and know what I did wrong when follow the steps? There is also another problem that I have trouble in fixing. The dress clipping with legs when legs moving. Is there any way for me to fix it by adjusting weights? Or I need to move the dress away from legs? Thanks for your reply in advance! I couldn't make the cc without staff's help. Thanks for all your help. Blender in case needed: drive.google.com/file/d/1iGJa4TJyUkaZgIIqoXRZtks-ZlEofAJf/view?usp=sharing
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Post by mauvemorn on Aug 14, 2023 9:44:40 GMT -5
The idea is for all vertices of each individual button to be affected by morphs and bones the same exact way. For the whole button to morph as one, you need to weld its uv island in uv_1. Select it, then pressing W and choosing Weld. For it to move as one, all vertices must have the same weight values. To know which values it should be, you need to first create a vertex right in the middle of the button. Then you select this vertex, select the whole button, and copy these values to other vertices
Your garment received weights from a tight dress of similar length, it is rigged the way it should be. Legs and skirts move differently and are affected by different bones. As a result of it, the legs can clip into the skirt if there is very little distance between them. The solution is to delete as much of the legs covered by the skirt as possible, leaving just enough for the gap to not appear when a sim is walking. If they still clip, you must move the skirt away from legs.
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Post by agsh on Aug 16, 2023 9:32:01 GMT -5
The idea is for all vertices of each individual button to be affected by morphs and bones the same exact way. For the whole button to morph as one, you need to weld its uv island in uv_1. Select it, then pressing W and choosing Weld. For it to move as one, all vertices must have the same weight values. To know which values it should be, you need to first create a vertex right in the middle of the button. Then you select this vertex, select the whole button, and copy these values to other vertices Your garment received weights from a tight dress of similar length, it is rigged the way it should be. Legs and skirts move differently and are affected by different bones. As a result of it, the legs can clip into the skirt if there is very little distance between them. The solution is to delete as much of the legs covered by the skirt as possible, leaving just enough for the gap to not appear when a sim is walking. If they still clip, you must move the skirt away from legs. Thanks for your reply. I have done weld. When I press W in blender3.6. There is no Weld. So I add a weld modifier. It weld all buttons even I just choose one. Not sure whether I did the right weld. I have created a vertex in the middle of the button. Select the vertex, select the whole button and copy the values to other vertices. Then dissolve only the vertex I created. But the button in game still morph the same as before. Have searched key word like "blender morph as one" "blender weld uv" Seems didn't find results. Or because my English and blender skill isn't that well so didn't notice there are results. have attached blender file below: drive.google.com/file/d/1t0anRbaWej3Du6goSCrYC2JLHvGQ_PXH/view?usp=sharingSorry for keep meeting trouble in this problem :(
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Post by mauvemorn on Aug 16, 2023 10:05:24 GMT -5
the instructions were for blender 2.7x interface, everything in pictures is in the same exact places in 2.7x. You shouldnr have switched to the new version while still learning the basics, it will only make things harder for you Weld modifier does a different thing. - in uv editor enable sync, select uvs of all buttons, P - Selection to separate; - choose uv_1, select uvs of one button, UV - Merge - at center. - Do to all individually; - select the edge loop in the middle of the button, Edge - Subdivide; - disable Limit selection to visible, select the vertex in the middle of the button, press B, select the whole button, copy weights from the active vertex to selected ones - select only the vertex you created, Delete - dissolve vertex - do this to each button As i mentioned, it is possible that the buttons will clip into the coat. You should move them away from it then
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Post by agsh on Aug 17, 2023 10:46:58 GMT -5
the instructions were for blender 2.7x interface, everything in pictures is in the same exact places in 2.7x. You shouldnr have switched to the new version while still learning the basics, it will only make things harder for you Weld modifier does a different thing. - in uv editor enable sync, select uvs of all buttons, P - Selection to separate; - choose uv_1, select uvs of one button, UV - Merge - at center. - Do to all individually; - select the edge loop in the middle of the button, Edge - Subdivide; - disable Limit selection to visible, select the vertex in the middle of the button, press B, select the whole button, copy weights from the active vertex to selected ones - select only the vertex you created, Delete - dissolve vertex - do this to each button As i mentioned, it is possible that the buttons will clip into the coat. You should move them away from it then Still me, embarrassed to say that still met problem. I switched to blender 3.6 for easier to find tutorials about building 3D models. I can't open file in blender 2.7x. So I guess I can't switch back to 2.7x currently. I will back to 2.7x next time. Have separated buttons by press P. Have merged button's uv in uv1 at center individually. Have toggle X-ray. Have subdivided edge. I doubt that whether I made mistakes when copy weights. There are what I do when I copy weights 1 2
I have checked that the vertex groups and their numbers are the same in every vertex of one button. Have tried to remove vertex groups which number is 0 and also tried to not remove them. Dissolved only the vertex I created. The buttons still works not well in game. Have attached blender file in case needed: drive.google.com/file/d/1T5zR_lzuHHETMHIKmOGj3B91HbIp3I-Q/view?usp=sharing
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Post by mauvemorn on Aug 17, 2023 12:27:31 GMT -5
you needed to start this from a different version of the blend. In the one shared here, uvs in uv_1 were already misplaced, they were in the arm area mostly. The weights were not replaced. This step is done in edit mode. Create a vertex in the middle, press B, select the whole button, just click on all three Paste to selected buttons, dissolve the vertex
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Post by agsh on Aug 18, 2023 7:41:30 GMT -5
you needed to start this from a different version of the blend. In the one shared here, uvs in uv_1 were already misplaced, they were in the arm area mostly. The weights were not replaced. This step is done in edit mode. Create a vertex in the middle, press B, select the whole button, just click on all three Paste to selected buttons, dissolve the vertex I have append a past file's buttons. Now when I merge their uv at center. There are in right place(chest and arms). I have done copy weights in edit mode. I personally feel the vertexs in one button seems have same weight values and same vertex groups. But the buttons still distorted in game. Sorry about always have troubles in this problem. Searched for threads in sims4studio forums and tried to search some useful explanations in google but failed. blender file in case needed: drive.google.com/file/d/1T5zR_lzuHHETMHIKmOGj3B91HbIp3I-Q/view?usp=sharing
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Post by Fwecka (Lolabellesims) on Aug 19, 2023 5:52:23 GMT -5
Hi. Just to let you know, a lot of beginners start out with CAS items but CAS items are more difficult and involve a lot more steps. If you're an absolute beginner, working with static objects (that sims don't interact with like beds or sofas, i.e. nothing with weight paint) is much easier. That said, you will certainly learn a lot from your project. But, it will be painful. :-[
I just wanted to say that if you can't find a function in Blender you can press F3 and that will bring up a search bar. Then you can search for what you need. This is for Blender 3.3, however. In Blender 3.6 you may need to press the spacebar to bring up the search box. I'm not familiar with Blender 3.6.
And don't be embarrassed if you ask a lot of questions and nothing seems to make sense to you. We've all been there. Trust me. Blender made me cry.
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Post by mauvemorn on Aug 19, 2023 7:48:17 GMT -5
everything is done correctly and works fine in-game. The blend in your package may not be getting re-imported. Clone dresspanels, save it in mods folder right away and import the blend there. If it wont import, make sure blender path in s4s settings leads to blender.exe in blender 3.6 folder, export the blend, delete the original, append yours, check the cut, save, import back
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Post by agsh on Aug 19, 2023 21:46:14 GMT -5
Thanks for the Help! Thanks for the suggestions Mauvemorn and Fwecka given me ! My cc can count as finished I guess. Without staff's help I can't make my cc well. There are still some parts can be improved but I feel I will need to restart some parts to improve it.I may start a new project to make beds or sofas and try use F3 in blender . Then maybe in the future I will restart to improve the cc. The buttons distorted bcs of a stupid reason. There is an old version of cc in game and I always test the old one :(. It is a quite funny mistake. I will check my mod folder to make sure there is only one version in the future.
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Post by Fwecka (Lolabellesims) on Aug 20, 2023 1:02:18 GMT -5
Thanks for the Help! Thanks for the suggestions Mauvemorn and Fwecka given me ! My cc can count as finished I guess. Without staff's help I can't make my cc well. There are still some parts can be improved but I feel I will need to restart some parts to improve it.I may start a new project to make beds or sofas and try use F3 in blender . Then maybe in the future I will restart to improve the cc. The buttons distorted bcs of a stupid reason. There is an old version of cc in game and I always test the old one :(. It is a quite funny mistake. I will check my mod folder to make sure there is only one version in the future. I have a tutorial in my signature that lays out step-by-step what needs to be done. It's for Blender 2.78 but it can be applied to newer versions as well (someday I'll update it). It's just that some things have changed in newer versions. For example, remove doubles isn't in newer versions of Blender. If you search in Blender for "remove doubles" you won't get a result. Instead, it's now called "merge" (The keyboard shortcut is M). And "draw other objects" isn't in the newer Blender versions, either. At least not the versions I've used. I haven't tried 3.6 yet. That is one feature I really miss! Unless I'm mistaken, I think you can now transfer vertex paint rather vertex paint manually. My tutorial does not cover that but Mauvemorn can help you. My tutorial is 100% what I've learned from Mauvemorn. She's the person who knows the most about creating CAS items so always take her advice over mine. Please note that my tutorial discusses retopology. Your mesh should not have a messy topology, especially if it's something that is supposed to be animated, as CAS items are, as it can affect animation and weight paint. Here's an example of what I mean by good topology vs. bad. If you look at an EA mesh you'll see that it has good topology. All meshes made by professionals have good topology. There are a few ways to create better topology. You can retopologize a mesh within MD, or you can set your pattern pieces to 2D and export those, then take those flat pattern pieces into Zbrush and use its remesher, or take them into Blender, add a flat plane and extrude new geometry, or use the Retopoflow addon within Blender. There are videos that can tell you how to use this addon. If you choose to export flat pattern pieces from MD and retopologize them there are specific things you'd need to do in Blender to make it all work. I can help you with that. So can Mauvemorn. Mauvemorn can teach you more about your options for retopologizing a mesh, as well. Here's a video that describes MD's retopology feature. Once you have a decent retopologized mesh you can then do the rest of what's necessary to get your mesh into the game.
I'm only mentioning retopology because my tutorial mentions it and I don't want to confuse you.
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Post by Fwecka (Lolabellesims) on Aug 20, 2023 1:15:29 GMT -5
Thanks for the Help! Thanks for the suggestions Mauvemorn and Fwecka given me ! My cc can count as finished I guess. Without staff's help I can't make my cc well. There are still some parts can be improved but I feel I will need to restart some parts to improve it.I may start a new project to make beds or sofas and try use F3 in blender . Then maybe in the future I will restart to improve the cc. The buttons distorted bcs of a stupid reason. There is an old version of cc in game and I always test the old one :(. It is a quite funny mistake. I will check my mod folder to make sure there is only one version in the future. Beds and sofas use weight paint. I was talking about static items like tables, chairs, decor items. Stuff that doesn't require weight paint. Anything that will be animated will use weight paint. Sorry if I confused you. If you're an absolute beginner in Blender it's best to follow a tutorial made by professionals such as Blender Guru, CG Cookie, FlippedNormals, and others. They are all on YouTube. Don't follow videos made by amateurs as they often teach mistakes. If you follow a tutorial made by a professional you'll end up making stuff you don't want to make but it's good practice and a good way to learn though they don't cover how to get the item into the game. That's what this forum is for.
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Post by agsh on Aug 20, 2023 3:15:39 GMT -5
Thanks for your tutorials Fwecka. A bit surprised that staff will still check the thread that marked as solved. Always label thread as solved to save staff's time on repeated check threads. Now I have professional tutorial to watch and know where to find good blender tutorials. I think I will learn better. Thanks for checking my thread and correct my misunderstandings .
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