xpatsimsgermany
Member
It was a nice run, wish you all the best! -Rock On!
Posts: 33
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Post by xpatsimsgermany on Apr 1, 2024 8:59:45 GMT -5
Getting Toolbox together, after a long time and getting feet wet:
The Verts and Polys are too high, was wondering if anyone has any recommendations on a Blender plug-in, to clean it up quicker, yes I'm Lazy, sometimes - Ha!
My second question was about SimRipper, I had the Sim Posed but I want to Export the Posed Sim as an Object - Like a Statue holding the Pose. I was interested in Making a Clockwork Orange Moloko Bar, with the Signs and the furniture, etc;. Any feedback, Greatly appreciated! -Rock On!
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Post by mauvemorn on Apr 2, 2024 2:55:17 GMT -5
Hi. You dont need plugins, just decimate the mesh or unsubdivide it
If I understood you correctly, just apply armature modifier, then delete weights, uv_1 and vertex paint. Save it under a different name, then append this file into the scene with a statue
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xpatsimsgermany
Member
It was a nice run, wish you all the best! -Rock On!
Posts: 33
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Post by xpatsimsgermany on Apr 2, 2024 19:29:42 GMT -5
Hi. You dont need plugins, just decimate the mesh or unsubdivide it If I understood you correctly, just apply armature modifier, then delete weights, uv_1 and vertex paint. Save it under a different name, then append this file into the scene with a statue The problem was with the Geometry and convert to Mesh with the .svg icon. I had a 4700/4800 insane count on the mesh, so I had to re-evaluate my angle of attack on the .svg conversion and compromise on my original idea, but it's coming along much better now: Current I also found and interestin add-on for Blender called, "Clean Mesh Converter". It seems to work well, but not needed in my current project anymore. . .maybe on something else.
The Pose to Object with the Imported Sim has always been a Headache because they always seem to snap back into the Default Dead Pose on Import but I will give your suggestion a try, it will be my next project after I finish these assorted Rock themed lights.
Thank You, Thank You and Thank You again for the input/advice!
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Post by Fwecka (Lolabellesims) on Apr 4, 2024 6:06:55 GMT -5
Hi. Here's a tutorial on how to make a deco sim. As for fixing the mesh, there are ways to do what's needed without using a addon. Share your file and I'll take a look at it.
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Post by Fwecka (Lolabellesims) on Apr 4, 2024 8:06:54 GMT -5
Hi. You dont need plugins, just decimate the mesh or unsubdivide it If I understood you correctly, just apply armature modifier, then delete weights, uv_1 and vertex paint. Save it under a different name, then append this file into the scene with a statue I just recently did all of this. Here are the instructions that I wrote for myself. When you export a sim from Simripper the sim will be in a half T-pose when you bring it into Blender. So, you have to export the sim as a DAE (because it will have weight paint and a rig). But, once you're in Blender you need to pose the sim. You can pose it yourself or use a pose someone else made. If you use someone else's pose it has to be a pose for in-game and not for CAS. POSING YOUR CHARACTER (I used someone else's pose) 1. Make sure the rig is visible (click the eye icon). 2. Select the character’s rig under where it says “pose.” 3. Select one of the dots of the rig (in the 3D viewport) and right-click it. 4. Insert Keyframe > Location, Rotation, and Scale. 5. File > Append > navigate to your pose blend file > Action > select file > Append. 6. Change one of the windows to “Nonlinear Animation.” 7. In the new window, select “Push Down Action” located in the “Rig Action” button. 8. Select the sim’s rig. (In the outliner, if I remember correctly) 9. In the new window, click Add > Add Action Strip > select the pose. 10. Repeat all of the above steps if you have another sim in your scene. 11. If you choose to move your sim repeat step #4 (Insert Keyframe > Location, Rotation, and Scale). 12. Alternatively, you can pose your sim using the rig. It helps to set your Transform Orientations to local instead of global. It’s located at the top. This means you don’t have to have your sim in right, left, top, etc. view to properly rotate a bone. It won’t matter how your viewpoint is. After posing, I think you're supposed to apply the armature modifier. I didn't export my posed sim. I just posed it for a render.
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xpatsimsgermany
Member
It was a nice run, wish you all the best! -Rock On!
Posts: 33
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Post by xpatsimsgermany on Apr 4, 2024 8:28:07 GMT -5
Hi. Here's a tutorial on how to make a deco sim. As for fixing the mesh, there are ways to do what's needed without using a addon. Share your file and I'll take a look at it. "melonsloth", love the humorous name - THANK YOU, THANK YOU...Did I mention? Thank You That is a GREAT Tutorial, I wish it was Friday already here. . .errrggg! I will definately be trying this out Tomorrow evening/Weekend. I experimented in the past with a CAS Female top and bottom, merged them together and made the spec high, used a hat slot and viola - shiny Robot type skin. The actual holding a pose to Object, always drove me nutts - You are REALLY COOL for sharing this, I would buy you a Beer if you were in Germany . . My mesh problems are fixed with the light but Thank you for the offer.
I will get back with you after I try this out on the Weekend, so Cool!
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Post by Fwecka (Lolabellesims) on Apr 4, 2024 19:08:44 GMT -5
You are welcome. My brother served in Germany in the US Army and he said everyone drank beer all the time. It's a cultural thing. I thought that was funny. Another brother served in Germany, too, (I have three brothers) and he learned the word, "dummkopf." "Dummkopf" was my name after that, lol. Brothers. Ugh. Always teasing their sisters.
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xpatsimsgermany
Member
It was a nice run, wish you all the best! -Rock On!
Posts: 33
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Post by xpatsimsgermany on Apr 21, 2024 2:08:16 GMT -5
Had some Free Time, finally. . . I tested the Tutorial with, "The Joe Biden illigitimate Garden Gnome", there is a Specular issue.
For making a Clockwork Orange bar set, a high specular is great, just have to find or make the crazy hair on those mannequin chicks. So, in the short-term, it is a WIN.
For other things though, due to it being an Object and not clothes, an RLES adjustment is a no-go. The Specular file has to be Toyed with and even after reading and trying the RED adjustments, it may actually have something to do with the Sim Ripper prog as well, still playing with this Spec file. Thank you all again for the Help! (Nice getting feet wet, in the Deep end sometimes. )
Want a shiny Garden Gnome?
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