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Post by EachUisge on Dec 11, 2023 23:20:16 GMT -5
I'm attempting to rig an object so that it can be moved/bent in animations, added new bones in S4S and exported to weight paint it, but can't re-import the mesh with the new bones. Trying gives me an error message that tells me the mesh has a vertex group that's not part of the mesh I'm replacing, and I haven't been able to figure out from tutorials/other threads what I'm doing wrong.
I can't upload the actual package and blend file that I've made due to the nature of the object, but to provide as much info as possible while keeping to site rules I've replicated the process and problem on a base game tissue box (with one bone added to wave the tissue around). simfileshare.net/folder/192646/
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Post by Fwecka (Lolabellesims) on Dec 12, 2023 1:10:07 GMT -5
I don't have any knowledge about animation at this time, but I can tell you that transformBone is the bone that every single static item in the game uses. A tissue box is a static item. It won't do any good to have a bone named "transformBone1" as the game will not recognize it, and it appears you can't introduce new bones into a cloned EA item that doesn't have those bones, either. There may be a way to force a package to recognize more bones but the bones would have to be named correctly, at least. It would be a complicated process, I think. If you're making something that you want the sim to interact with you may need to clone something that has the bones you need (though if the cloned item has more bones than your item there may be problems) and do some XML tuning. That's about all I can tell you. Look at Necrodog's posts and his YouTube videos. His Tumblr is here.
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Post by EachUisge on Dec 12, 2023 16:47:27 GMT -5
Ah so I was doing this spectacularly wrong lol. Thanks for the help/links, that should go a long way toward figuring it out. I know it's doable since I have some cc from other creators that does what I'm trying to do, so I'll keep at it and hopefully get it working eventually.
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