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Post by theoreo30000 on Sept 30, 2024 14:39:40 GMT -5
I'm struggling to successfully make a full-body rig for infants. Since I'm here, it's clear I'm failing. I can't describe what's happening other than it's glitching hard. But if you asked my friends, they'd say this thing broke through the matrix, lol. The process to this was supposed to be simple. I took Maxis' Skeleton for adults and sized it down proportionally to an infant's body. In Blender, this is how it looked. So, when I saw this, I thought, "ok... this is probably a vertex weight issue." To which then I thought, "what the heck? I didn't mess with it at all, why is it off?" But, I decided to make a file to re-assign all weight groups. All joints on Blender worked flawlessly. There wasn't a stray vertex, edge, or face to be found. So why was it not working on the Sims 4??? I then decided to re-do the model and test the skull specifically, but that ALSO yielded the same result. So, I then thought this could be an issue with the UV mapping. But, again, why would it be an issue if this is the same UV map used for the adult model??? The mapping doesn't look altered or skuffed, so I honestly don't know what's going on. If anyone has any ideas on how to tackle this problem next, I'd greatly appreciate it.
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Post by mauvemorn on Sept 30, 2024 14:53:46 GMT -5
Hi. There is a limit of how many bones can affect a mesh in ts4 and it, 60, is most likely exceeded . Was the original skeleton split into meshgroups or did it come as one (head + the body)?
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Post by theoreo30000 on Sept 30, 2024 17:28:37 GMT -5
Hi. There is a limit of how many bones can affect a mesh in ts4 and it, 60, is most likely exceeded . Was the original skeleton split into meshgroups or did it come as one (head + the body)? I'm not sure I fully understand the question regarding bone limits but I hadn't altered the infant's rig. The original exported blend file from the game came into three different meshgroups. It was split into the following: s4studio_mesh_1 which included the arms, head, chest, spine, pelvis, thighs, hands. and a couple fingers. s4studio_mesh2 which included the rest of the fingers, calves, feet, and what I would describe as a stray piece from the hip. and s4studio_mesh3 which was only the sternum. I did merge them all together into one group when I finished transforming. Was this a mistake?
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Post by mauvemorn on Oct 1, 2024 3:21:37 GMT -5
That’s the problem. The item was split this way so that each meshgroup is affected by less than 60 bones. The whole body is affected by more than that, so now the limit is exceeded. You need to split the mesh back into 3 meshgroups.
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Post by theoreo30000 on Oct 1, 2024 16:07:29 GMT -5
So I made sure this time that all meshes had a maximum of 60 bones. Sadly, the issue persists. Do you have any other suggestions on what could be done? I've attached a google drive to the message with all the files used so far. CAS1 is my first attempt and CAS2 is my second. The main difference between the two is how the meshes were transformed. drive.google.com/drive/folders/17EHLqB9YCeGMA62hFgAwOUWSgoVVSlVA?usp=drive_link
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Post by mauvemorn on Oct 2, 2024 10:09:02 GMT -5
You need to split your mesh exactly the way the original was split, into three meshgroups only. Open the orignal blend again and look at it. Download the blend you shared initially and split it exactly the same way the original adult version was split. Then assign corresponding cuts. Open the original package, change the age category to infant, import
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Post by theoreo30000 on Oct 2, 2024 16:32:54 GMT -5
Thank you! I was finally able to get it to work!
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