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Post by emphemerally on Jun 7, 2024 22:48:09 GMT -5
I have the S4S 1.4.1.7 Aurora edition and Blender 4.1, and when I try to import a Blender mesh into S4S I get the following error message:
Sims 4 Studio 1.4.1.7 (Aurora) System.NullReferenceException: Object reference not set to an instance of an object at S4Studio.Data.IO.CAS.GeometryResource.AdjustSlotRays (S4Studio.Data.IO.CAS.CASPartResource casp, S4Studio.Data.IResourceProvider resources, System.Boolean fix_offsets, System.Boolean adjust_thigh_targets) [0x0002a] in <7ccd37f8c57a4d9c808ed4656785e849>:0 at S4Studio.ViewModels.CAS.CASLODItem.ImportMesh (S4Studio.Blender.BlenderUtilities blender_util, System.String blender_path) [0x0024c] in <7ccd37f8c57a4d9c808ed4656785e849>:0 at S4Studio.ViewModels.CAS.CASStandalone+<>c__DisplayClass76_0.<ExecuteImportMesh>b__0 () [0x00027] in <7ccd37f8c57a4d9c808ed4656785e849>:0 at S4S.UI.Core.S4SWindow+<>c__DisplayClass17_0.<BeginLoading>b__1 () [0x00014] in <7ccd37f8c57a4d9c808ed4656785e849>:0
(I am also not quite sure how to attach the blender file here, so if I need to do that please tell me how)
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Post by mauvemorn on Jun 8, 2024 2:20:18 GMT -5
Hi. Do you have s4studio mesh tools in blender 4.1?
To share your blend and package files, upload them on mediafire.com and paste the link here
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Post by emphemerally on Jun 8, 2024 20:50:34 GMT -5
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Post by Fwecka (Lolabellesims) on Jun 9, 2024 1:37:34 GMT -5
Hi. Your mesh has three mesh groups and s4studio_mesh_1 and s4studio_mesh_3 both have a cut number of 0000. s4studio_mesh_2 has a cut number of 0002. The cut numbers have to match the EA item that you cloned.
Also, there are no vertex groups (weights, bones, same things) assigned to any of your mesh groups. s4studio_mesh_1 has the neck and hands attached and they DEFINITELY need to have vertex groups. However, it's a bad idea to transfer weights to EA body parts. They've already been done perfectly so, the best thing is to delete the body parts that have no vertex groups, append a nude mesh or lingerie or something similar (you can even duplicate the rig's top and use that), delete the body parts that would be covered by your mesh then join them to your mesh once you're done editing your mesh.
But, this whole thing is an EA mesh, right? You didn't try changing anything? It should already have weights along with everything else it needs (vertex paint, uv_1, cut numbers) if all you did was clone the mesh and export the blend.
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