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Post by hozzcuz on Mar 13, 2024 18:29:52 GMT -5
I've tried both Blender 3.6 and 2.76 and I can't get the S4S CAS tool to work, every time I install the add-on it doesn't show up, however it shows up in the folder in appdata, anyone else had this problem and knows how to fix it?
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Post by mauvemorn on Mar 13, 2024 18:57:07 GMT -5
Hi. You do not need to enable anything manually. Open s4s and change blender path in s4s settings to blender.exe in blender 3.6 installation folder. After that clone and export something, otherwise it will not appear
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Post by hozzcuz on Mar 13, 2024 20:03:14 GMT -5
I did that and I still only see the mesh tool.
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Post by mauvemorn on Mar 14, 2024 3:56:07 GMT -5
I did that and I still only see the mesh tool. That’s all you need, it was renamed. Type was removed.
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Post by hozzcuz on Mar 15, 2024 16:59:36 GMT -5
I did that and I still only see the mesh tool. That’s all you need, it was renamed. Type was removed. I still have a major problem with my custom meshes, I imported a sunglasses mesh, it worked fine in the S4S model view, but when I entered the game and put the glasses on my sim they were invisible, and I could surprisingly put on another glasses while the broken invisible glasses were on, when I did a Sims 4 CAS tool program check it said that the package doesn't contain any CAS objects, any ideas why it happened? It's my first time doing custom meshes and I did everything I was supposed to do, and figured the problem would be the fact that the mesh isn't in GEOM.
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Post by mauvemorn on Mar 15, 2024 17:27:26 GMT -5
If the meshes imports in s4s, everything is fine with the plugin itself. Something else isn’t, though, so share the package and the blend file please
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Post by hozzcuz on Mar 15, 2024 23:03:51 GMT -5
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Post by mauvemorn on Mar 16, 2024 9:21:39 GMT -5
That was caused by incorrectly made blank maps. They must contain at least something to retain their dimensions. Just remove all three of them with Make blank button There are other unrelated problems: - the glasses arent assigned to bones correctly; - they have no vertex paint or uv_1, so dont morph properly; - in uv_0 they take up all the space meant for accessories, which will lead to conflicts with other things You should do the following: - join both meshgroups; - append maxis glasses, join as well, rename to Reference; - transfer weights, uv_1 and vertex paint from the reference like this; - in uv_0 assign the template and re-arrange uvs to fit the space meant for glasses; - split again, give correct cuts, delete the reference, save, re-import; - delete all blank maps
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