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Post by atrugoonie on Nov 18, 2024 2:12:29 GMT -5
I added rig slots to a custom object (deco sim) but I have found when I add the vertex groups in Blender to weight paint them and then import them back into sims 4 studio the mesh starts freaking out in game. It looks just fine when I don't add the vertex groups but when I do it starts bugging game. Anyone have any clue on what might be the problem Im missing. I have added vertex groups to objects in the past and this hasn't happened. I have also gone through updated the phongs for the added rig bones as well drive.google.com/file/d/1NM-KB-R96HycjwJ2sAugbHDYtS-RpOnc/view?usp=sharing
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Post by mauvemorn on Nov 18, 2024 11:32:19 GMT -5
Hi. The bones are meant to be created in the package first. Shown here, starting from step 5
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Post by atrugoonie on Nov 18, 2024 15:03:13 GMT -5
When I put everything together I added the bones in Sims 4 Studio first and then exported the mesh to weight paint it the first time and this still happened. Is that what you mean or am I confused? I also went ahead and checked out the tutorial but I am still not sure what I am missing. I did parent the bones in Sims 4 Studio to each other rather than all to the transform bone. Could that be a problem or would that not matter? Or I made the deco sim using Ninja ripper could it be related to that?
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Post by mauvemorn on Nov 18, 2024 16:12:10 GMT -5
Share the blend and the package please
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Post by atrugoonie on Nov 18, 2024 18:44:30 GMT -5
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Post by atrugoonie on Nov 20, 2024 13:25:16 GMT -5
I also tried using Ninja Ripper to rip the sim instead of SimsRipper but nothing is working still
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Post by mauvemorn on Nov 20, 2024 13:37:36 GMT -5
One meshgroup can be affected by no more than 60 bones. You need to split the mesh into the head, body and feet ( or the head and body + feet with some bones deleted )
It does not matter what you rip them with
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Post by atrugoonie on Nov 20, 2024 13:59:26 GMT -5
I can do that I'll go ahead and give it a try
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Post by atrugoonie on Nov 20, 2024 21:02:41 GMT -5
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Post by mauvemorn on Nov 21, 2024 7:07:24 GMT -5
If splitting in 3 meshgroups, you did not need to delete vertex groups and it is done incorrectly at the moment. Download the previous blend and split it into head, body and feet, without deleting anything, s4s is supposed to do it itself to unused vertex groups ( at least for cas items). This, however, is not the reason why it is behaving like this. Before you did this, did the mesh pose as intended?
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Post by atrugoonie on Nov 22, 2024 3:01:55 GMT -5
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Post by mauvemorn on Nov 22, 2024 3:43:06 GMT -5
There is an addon that can remove unused vertex groups, but it does not work with blender 4+, so if that’s what you’re using, you need to downgrade. If you will do this, change Blender path in s4s settings to blender.exe in blender 3.6.9 first. radeonoff.gumroad.com/l/GxkbpMost likely the package you cloned does not have the third meshgroup. Filter the catalog by 3 meshgroups and try again
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