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Post by Mikaela Lovett on Jun 19, 2024 6:12:56 GMT -5
Hi there, I hope this post will find you well, it's my first time posting here and I wasn't sure if I've done it right, haha. 🙈 Another first is my CAS cc item, it's my first ever mesh and I barely know how to work in Blender (I've used it for some simple animations before, but that was years ago). No matter what I do and the weight painting I try, the mesh is still clipping with some Sims (the widest cheeks, biggest noses, some male sims) and after the last change I've done, the plaster on the feeding tube is floating away from their faces. :c I decided to go down a list of disability items people have requested on Reddit etc. and this seemed to be the easiest for my first item, but I suppose it's still too difficult? Any advice and help (please over explain things, I struggle with reading comprehension/brain fog and English isn't my first language) will be greatly appreciated, thank you! 🙏🏻 I'm using Sims 4 Studio 3.2.1.7 (Star) Blender 2.7 (The studio wouldn't recognise newer ones for some reason) Windows 11 (Insider program) Screenshots from the game + the package fileThank you so much for any replies!! 💗✨
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Post by mauvemorn on Jun 19, 2024 6:52:09 GMT -5
Hi. You can vertex paint the mesh with black ( hex 000000 ) to disable morphing completely. Try this to see if you'll like the result If no, you'll need to install a different version of blender to transfer uv_1 - delete all blender versions, get 4.1, install in program files or on the d drive; - may as well delete s4s and get the latest version while at it; - open s4s, change blender path in s4s settings to blender.exe in blender 4.1 installation folder; - clone hearing aids again, export a new blend, open it, check if s4studio mesh tools appeared, delete original meshgroups; - if yes, File - Append - blend with your tube - Object - both meshgroups, append. You must not open old blends in new blender, wont import; - select one meshgroup, Ctrl-select the other, join into one with Ctrl J; - in Modifiers tab add Data transfer. Choose head_2 as Source object. Enable Face corner data and UVs, choose Nearest face interpolated and uv_1 in drop downs. Apply; - delete an existing color attribute and vertex paint the mesh with 007F00; - split back, give them correct cuts, import in s4s
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Post by Mikaela Lovett on Jun 19, 2024 6:55:30 GMT -5
Hi. You can vertex paint the mesh with black ( hex 000000 ) to disable morphing completely. Try this to see if you'll like the result If no, you'll need to install a different version of blender to transfer uv_1 - delete all blender versions, get 4.1, install in program files or on the d drive; - may as well delete s4s and get the latest version while at it; - open s4s, change blender path in s4s settings to blender.exe in blender 4.1 installation folder; - clone hearing aids again, export a new blend, open it, check if s4studio mesh tools appeared, delete original meshgroups; - if yes, File - Append - blend with your tube - Object - both meshgroups, append. You must not open old blends in new blender, wont import; - select one meshgroup, Ctrl-select the other, join into one with Ctrl J; - in Modifiers tab add Data transfer. Choose head_2 as Source object. Enable Face corner data and UVs, choose Nearest face interpolated and uv_1 in drop downs. Apply; - delete an existing color attribute and vertex paint the mesh with 007F00; - split back, give them correct cuts, import in s4s Thank you so much, you're amazing! I have a sign language class today, so I'll try it out in the evening! 💗 I truly appreciate it!
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Post by Mikaela Lovett on Jun 19, 2024 17:42:33 GMT -5
Hi. You can vertex paint the mesh with black ( hex 000000 ) to disable morphing completely. Try this to see if you'll like the result If no, you'll need to install a different version of blender to transfer uv_1 - delete all blender versions, get 4.1, install in program files or on the d drive; - may as well delete s4s and get the latest version while at it; - open s4s, change blender path in s4s settings to blender.exe in blender 4.1 installation folder; - clone hearing aids again, export a new blend, open it, check if s4studio mesh tools appeared, delete original meshgroups; - if yes, File - Append - blend with your tube - Object - both meshgroups, append. You must not open old blends in new blender, wont import; - select one meshgroup, Ctrl-select the other, join into one with Ctrl J; - in Modifiers tab add Data transfer. Choose head_2 as Source object. Enable Face corner data and UVs, choose Nearest face interpolated and uv_1 in drop downs. Apply; - delete an existing color attribute and vertex paint the mesh with 007F00; - split back, give them correct cuts, import in s4s Hi there, thank you once again for the advice! 💗 I managed to update both programs and edited the meshes a bit, the Blender 4.1 is so much more intuitive. ✨ Unfortunately, I'm not sure what I'm doing wrong, but the problem still stands. :c Do you think you could please take a one more look at it, when you're free? (The link to the files is the same, I've uploaded the updated package) 🙈 It may be something obvious I've forgot and/or can't see. 🙈
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Post by mauvemorn on Jun 20, 2024 1:18:23 GMT -5
The sticker is assigned to the head bone by 0.498039 ( by half ) instead of 1 ( 100% ). Select everything with A and assign it to the head bone with Value set to 1. This is strange because s4s should have normalized it, i'll report this issue to s4s developer Edit: this seems to happen only with this item, maybe is related to appending from old blender. If the issue persists, try restarting the package and importing there
Cheekbones clip into the tube because the mesh isnt affected by bones that are responsible for extreme morphing. You dont really want them to affect the tube, though, because it will morph too much for a solid object. So, if this bothers you, it is best to move the tube a bit further away from the cheekbone If you want to minimize stretching further, select uv_1, select uvs like in the pic, UV - Merge - By distance
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Post by Mikaela Lovett on Jun 20, 2024 15:29:38 GMT -5
The sticker is assigned to the head bone by 0.498039 ( by half ) instead of 1 ( 100% ). Select everything with A and assign it to the head bone with Value set to 1. This is strange because s4s should have normalized it, i'll report this issue to s4s developer Edit: this seems to happen only with this item, maybe is related to appending from old blender. If the issue persists, try restarting the package and importing there
Cheekbones clip into the tube because the mesh isnt affected by bones that are responsible for extreme morphing. You dont really want them to affect the tube, though, because it will morph too much for a solid object. So, if this bothers you, it is best to move the tube a bit further away from the cheekbone If you want to minimize stretching further, select uv_1, select uvs like in the pic, UV - Merge - By distance Thank you... unfortunately I still have the problem, even after creating a new package :c I'm not sure if I should give up on it and perhaps remake it sometime in the future or if there's a solution - but I really appreciate your help so far 🙈 I don't know what's wrong with the "plaster" tho ://
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Post by mauvemorn on Jun 20, 2024 16:51:31 GMT -5
Share the blend file that you(re importing in the package
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Post by Mikaela Lovett on Jun 22, 2024 8:37:11 GMT -5
Share the blend file that you(re importing in the package Sorry, I wasn't on the pc until now! Thank you, it's on the Google Drive again - I really don't know what's wrong ://
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Post by mauvemorn on Jun 22, 2024 9:07:00 GMT -5
its the same as before. - select s4studio_mesh_1, switch to Edit mode ( TAB ); - select everything with A;- if N panel is open, you will see that the head bone affects the mesh only by 0.4 instead of 1; - so select the head bone and click on Assign; - save, start a new package and import, this way you'll be certain that the mesh is being updated. If it wont import, make sure you are saving the blend in a version of blender that has s4studio mesh tools
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Post by Mikaela Lovett on Jun 27, 2024 10:44:39 GMT -5
its the same as before. - select s4studio_mesh_1, switch to Edit mode ( TAB ); - select everything with A;- if N panel is open, you will see that the head bone affects the mesh only by 0.4 instead of 1; - so select the head bone and click on Assign; - save, start a new package and import, this way you'll be certain that the mesh is being updated. If it wont import, make sure you are saving the blend in a version of blender that has s4studio mesh tools Thank you, that's really strange, because I've already done this - but maybe I didn't save it correctly? I'm so confused 🙈 I'm really busy with other things now (family emergency), but I'll try again asap, I really appreciate it!
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