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Post by tikaru on Apr 15, 2024 22:33:54 GMT -5
The version of Blender I use is 4.1, and I'm currently using the latest version of Sims 4 Studio (3.2.1.7 Star). When I tried importing my mesh into Sims 4 Studio, it only loaded for a few moments and didn't change anything. I've already looked at this tutorial, but I've run into a couple issues. For whatever reason, I can't locate the cut type option under the S4Studio mesh tools. (I even downloaded Blender 2.7.0 and imported a mesh there, and it still doesn't show up.) The cut number of my mesh and the cut number of the package I'm importing it to seem to match, though. Here's both the .blend file of my mesh and the .package file I'm trying to import it to. I know the most recent version of Sims 4 Studio supports Blender 4.1, but do I still need 2.7 to import meshes in? I don't think I'm able to put the mesh I imported to 4.1 into 2.7, because from what I can tell, Blender's only backwards-compatible to a certain point.
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Post by mauvemorn on Apr 16, 2024 5:16:52 GMT -5
Hi. Something seems to be wrong with the blend file itself. This fixes the issue, though: - delete 2.7;
- open s4s setting and make sure that the blender path leads to blender.exe in blender 4.1 installation folder specifically; - clone some bra, export the blend, open it; - delete s4studio_mesh_1, File - Append - the blend file you shared - Object - top and mesh, append; - check the cut number ( 0000 ), save, import back Unrelated issues: - the hex code for vertex paint is 00FF00 and it matters. There's a bug in new blender that prevents one from sampling the exact color, so it is best to always transfer it ( there can be other colors ); - in the future, in MD, model in quads, the mesh will look smoother this way; - remove doubles on the body by selecting everything with A, Mesh - Merge - By distance; - when you assign rectangular template to the garment, its uvs stretch. Before re-arranging them, you need to shrink them back to their original size with S Y 0.5. You should also not scale them individually unless the difference in texture quality between pieces in acceptable. It makes sense for buttons to be of better quality but not for the back and the front patterns; - do not put garment's uvs so close to body's uvs or the texture will be projected on it How to make an item move and morph by transferring weights, uv_1 and vertex paint
Transfer weights, uv_1 and vertex paint with Data transfer. The result may not always be perfect, but it is best to solve problems as they come:
- Unhide the reference. It must be visible* ( eye icon ) and selectable* ( cursor icon );
- Select your hair;
- In Modifiers tab add Data transfer modifier;
- Choose Reference as Source object;
- Enable Vertex data and expand it;
- Enable Vertex groups*;
- In Mapping choose Nearest face interpolated;
- Enable and expand Face corner data;
- Enable Colors*;
- Shift*-click to enable UVs as well;
- In Mapping choose Nearest face interpolated;
- Expand UVs, choose uv_1 in Layer selection ( don't forget, otherwise uv_0 will be overwritten as well);
- Click on Generate data layers*;
- Apply the modifier;
- In Data tab expand UV maps. Double-click on UVmap, rename it to uv_0;
- If uv_1 appeared, it most likely transferred successfully. You can edit it further, but it is not necessary;
- Expand Color attributes. If you see color0, it transferred;
- Expand Vertex groups. If you see names of vertex groups, they most likely transferred successfully. However, there is one ( or two ) more thing(s) you need to do;
- If you're using Blender 2.76 - 2.79, 3.6.1, switch to Edit mode, select everything with A, Mesh - Weights - Clean with Subset set to All groups to fix the result of a bug that exists in these versions;
- Regardless of your version of Blender, in Edit mode, with everything still selected, do Mesh - Weights - Limit total.
* Data will not transfer if you will forget to do these steps!!! | |
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Post by tikaru on Apr 16, 2024 8:44:02 GMT -5
It imported! Thank you so much, mauvemorn!! :D (I'll keep all of the other things you mentioned in mind too!)
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