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Post by magnacarter on Oct 19, 2023 19:56:41 GMT -5
I figured out with help from getting the mug accessory to go to left hand from right. Now the new trick I have to learn is how to turn the saved blender file into an actual package file like what I orgional worked with in Sims 4 Studio, to put in my game.
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Post by BokchoiJo on Oct 19, 2023 22:04:16 GMT -5
Hi, can you share the blend file or the package or maybe some screenshot to show what you want to do. I assume you have a cas item that is on the right hand and wants to move it to the left hand? Maybe you can try this. 1. You need to move the mesh itself in blender. Select the mesh & go to edit mode, select all the vertex & move it to the place you want. Important to not move the mesh itself but move the vertex. 2. Change the vertex weight so when the hand moves, the item moves with the correct hand. You can just rename the bone name in the vertex group area from L to R or vice versa (the tutorial might have a typo when it says select one of the bone, it might mean select one of the mesh). Or you can make a new vertex group & rename it to whatever bone you want the item to follow then assign full weight to the bone. 3. Check the uv_1, if the item can be morph with slider you need to move the uv_1 to the correct place. If it doesn't morph it should be fine if you leave the uv_1 as it is. 4. Change the outfit type in S4S categories (ring , necklace, hat, etc). 5. save the package & test ingame. I think that should cover it, hope this helps.
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Post by mauvemorn on Oct 20, 2023 4:50:59 GMT -5
Hi. - select an item, switch to Edit mode, select everything with A, Mesh - Mirror - X global; - Mesh - Normals - Flip normals; - replace all R with L: b__ R_Toe__ ===> b__ L_Toe__, etc. Rigging is done; - select the uv_1 and change the pivot to 2d cursor. Select all uvs with A, UVs - Mirror - X axis. uv_1 is done; - you can also re-locate the uvs in uv_0 and re-do the textures; - vertex paint stays the same; - save, import back
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Post by magnacarter on Oct 20, 2023 9:36:10 GMT -5
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Post by mauvemorn on Oct 20, 2023 10:54:53 GMT -5
- switch to Edit mode; - change the pivot to 3D cursor; - Mesh - Mirror - X global; - Mesh - Normals - Flip normals; - delete b__R_Ring1__ and b__R_Ring0__ with - button; - double-click on b__R_Stigmata, change R to L; - expand Color attributes; - delete Attribute with - button; - click on +, name it color0, choose Face corner and Byte type, ok; - save, import back
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Post by magnacarter on Oct 20, 2023 20:39:09 GMT -5
1.switch to Edit mode; 2. change the pivot to 3D cursor; 3.Mesh - Mirror - X global; 4. Mesh - Normals - Flip normals; 5.delete b__R_Ring1__ and b__R_Ring0__ with - button; 6. double-click on b__R_Stigmata, change R to L; 7.expand Color attributes; 8.delete Attribute with - button; 9/ click on +, name it color0, choose Face corner and Byte type, ok; - save, import back I'm getting the idea a lot better then I was before. But I got lost on what I'm calling step-5 where am I suppose to delete the:delete b__R_Ring1__ and b__R_Ring0__ with - button; from? but now I'm stuck on number 7 step instead-I think I did mostly what you said to do but it doesn't seem to change to what I need to do. what nvm I figured it out.. now the only thing is how to I make sure the mug show up as a CC accessory in game?
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Post by mauvemorn on Oct 21, 2023 4:09:26 GMT -5
You can change the category in Categories tab, but this mug will still conflict with hats, since its is uv unwrapped in the area meant for hats
If you need to use it with hats, you'll have to edit uv_0 and remake all textures
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Post by magnacarter on Oct 21, 2023 11:30:16 GMT -5
You can change the category in Categories tab, but this mug will still conflict with hats, since its is uv unwrapped in the area meant for hats If you need to use it with hats, you'll have to edit uv_0 and remake all textures are you sure it will conflict with hats? the OG accessory was with rings not hats. But the thing is how do i change the Blender file into a PACKAGE file? That question was not answered at all
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Post by mauvemorn on Oct 21, 2023 11:47:17 GMT -5
It is unwrapped in the space meant for hats
By importing it into a package, the same way you exported it
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Post by magnacarter on Oct 21, 2023 12:09:40 GMT -5
It is unwrapped in the space meant for hats By importing it into a package, the same way you exported it I exported the file from the sims 4 studio into a Blender file. But I don't know the steps on how to change it from a Blender file into a package file. That's my problem The only other piece of CC I ever done was something that wasn't using blender.
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Post by mauvemorn on Oct 21, 2023 12:53:08 GMT -5
Right under Export button there is Import button
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Post by magnacarter on Oct 21, 2023 13:14:45 GMT -5
nvm I figure it out eventually.
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