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Post by bazilzplantss on Sept 30, 2024 18:13:52 GMT -5
Hello! I have been trying to make Dandy's World head accessories in the Sims 4, and most has been going smoothly, except for one problem: the hats are offset from the Sims' head. I'm seriously not sure what could have possibly caused this. It looks fine in S4S. Hopefully someone can help out? I've linked the files here: www.mediafire.com/folder/pn7kmc1pt82yo/Vee_%26_Dandy_FilesThank you! Have a great day!
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Post by mauvemorn on Oct 1, 2024 4:26:59 GMT -5
Hi. An object needs to be assigned to the bone. - in edit mode select everything with A, click on Assign; - create a new collor attribute, set it up like this. This will disable morphing.
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Post by bazilzplantss on Oct 1, 2024 12:24:37 GMT -5
Thank you, but now it's just still, unmoving. I want it to move with the head where I had originally placed it in the .blend file. I've added more files to explain what I mean, as well as have provided the .blend file and the new version of the .package file. Maybe it has something to do with the rig? Is there any way I can fix this? Thank you!
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Post by mauvemorn on Oct 1, 2024 12:56:13 GMT -5
You do not create a new vertex group but assign the selection to an existing head bone. Download the blend file you shared in the first post and follow instructions exactly as explained without additional steps.Do not re-import it into an existing package, start a new one
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Post by bazilzplantss on Oct 1, 2024 23:32:44 GMT -5
Everything else should work, but the same thing happened when I reimported it into the existing package, so I'm almost certain I do have to make a package file from scratch. The issue is, I have no idea how to make a package file from scratch. Is that what you meant? If it is, can you link a tutorial or something similar? I usually use create 3D mesh and use an EA item, so I'm not sure how to make one without doing that. Thank you for the help so far! I feel like I'm getting at least closer to what I'm trying to do.
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Post by mauvemorn on Oct 2, 2024 3:24:21 GMT -5
You do not need to make it completely from scratch. Just choose a new mesh in the catalog, name it something, save in mods folder, import your files
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Post by bazilzplantss on Oct 2, 2024 10:18:24 GMT -5
Sorry, I just attempted that but it still didn't work. The petals are still not working :'( Is it still a blender issue? Because I don't think the package I used made a difference at all.
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Post by mauvemorn on Oct 2, 2024 10:52:17 GMT -5
It is not, youre most likely using a different blend from the one you shared initially - download this file, do not use any other; - double-click on Group, paste b__Head__- double-click on UVmap, name uv_0; - save; - start a new package from earrings, import the blend there, re-categorize
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Post by bazilzplantss on Oct 2, 2024 11:52:44 GMT -5
It still didn't work aaaaa. I'm very confused since I've been following everything you said. What could possibly be the issue at this point??
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Post by mauvemorn on Oct 2, 2024 11:58:17 GMT -5
Check if you are viewing or using the right files (the updated blend, the package in the mods folder). You can see the path to the file in the top bar. Or just delete all existing ones and make a new one(s). If won’t work, share the package and the blend (just those two)
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Post by bazilzplantss on Oct 2, 2024 12:27:53 GMT -5
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Post by mauvemorn on Oct 2, 2024 14:28:59 GMT -5
It has to be named exactly b__Head__ see in the screenshot The name of the vertex group must correspond with the name of the bone in the rig. If not, the game treats it like a foreign thing, which is why you need to rename the vertex group and restart the package again
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Post by bazilzplantss on Oct 2, 2024 15:59:23 GMT -5
Ah so it was a me problem,, I see. Thank you, though! It looks awesome now!!
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