|
Post by orangemittens on Mar 3, 2016 9:28:02 GMT -5
IntroductionThis tutorial will show you how to use Studio's automatic footprint feature to match your object's footprint to your object's mesh size in the game. Please note, this feature will cause the new footprint to match your object exactly. This is what is needed for most projects. However, if the item you're working with has multiple footprints or complex routing features (these may be found on items the Sim routes to and interacts with), this feature will not give you the result you're looking for. Instead, it will strip off all but one footprint and screw up the routing features. If you have an item with multiple footprints or other unusual footprint features, you will need to edit the footprint resources manually in the Warehouse. The topic of manually editing a footprint is beyond the scope of this tutorial. If you have a project like that and require help, please start a thread in the Creator Help section. What you will needSims 4 Studio 2.7.0.0 (Jackpot) or above InstructionsSelect Create 3D mesh under the Object button. Select the item you want to work with, name and save your .package. Make your mesh as usual and import the LOD 0 back into Studio. Click the Adjust footprint to fit mesh button. Continue replacing the other LODs and textures as usual and then save your .package. In the game the footprint will fit your new mesh. Troubleshooting - if the footprint in the game is larger than it should be open your LOD 0 .blend and check for stray vertices that are not in close proximity to the mesh. If stray vertices are left behind when you delete a portion of the mesh that isn't wanted this can result in a footprint that is too large. - if the automatic footprint button isn't showing up make sure you cloned the item using the Create 3D Mesh button. The automatic footprint button will not show up if you clicked the Standalone Recolor button because recolors made using Studio have no footprint resource to update. If you have any questions about this mini-tutorial please post them in this thread.
|
|
|
Post by yunanesca on Mar 27, 2016 20:24:16 GMT -5
orangemittens so How do I check to make sure this worked with out having go in game to see Cause since I moved computer's I can't find my former piano that I had worked on to make my piano pose, so I have re do another one which me fixing the footprint maybe this time a lil bit of easier time ~.~ I hate that I lost my other one I can't seem to fine it anywhere. so I now have to reconstruct a another one I'l also have to redit the mesh for it as well for my pose to work it seems to. cause my poses jump out of place when the piano is put near them. ~.~ so frustrating ~_~:
|
|
|
Post by orangemittens on Mar 29, 2016 11:59:26 GMT -5
Hi Yuna, for object props that are meant to be used with poses I think you're better off just removing the footprint. I wrote a tutorial showing how to do that and posted it HERE. This method will cause Sims to walk through the object in the game but it will also make them not reset when near it.
|
|
|
Post by yunanesca on Mar 29, 2016 12:25:22 GMT -5
ok I can try this ty this one of my poses I wanted to post but was having issue on the item it's self. Was wondering if I post it with the piano that has been edited to it since it was made for the pose. I was wonder if I could go about doing that for all the colors of the piano or "piano's" ,<- this meaning I would have to edit of both versions the different types of piano's and color's. once I get this working I hope this makes sense. ~.~:
|
|
|
Post by orangemittens on Mar 29, 2016 12:36:16 GMT -5
If you wanted your pose to work with all the pianos you would need to change the footprint of each piano. Fortunately you only have to change one footprint resource per piano. If you want the pose to work with a piano in another player's game you would need to share your piano prop object along with the pose. Otherwise the player would run into the same difficulty you've had trying to get your Sim to pose properly with the piano.
|
|
|
Post by yunanesca on Mar 29, 2016 12:55:47 GMT -5
yes I do intend to share it once I get functional but wasn't sure there way to get all the piano's like for instance the Grand piano at once in the s4studio's I thought there was but maybe thinking of some thing else I did to have seen that. Where It showed all the pianos colors in one package. :-/Thinking about it now I think the way I done it back then was that was I had cloned from the recolor tab and got all color that way. but is do able that way or would it mess up other's game that way.
|
|
|
Post by orangemittens on Mar 30, 2016 12:42:34 GMT -5
You can use the recolor button to make a new 3D mesh object and the item will work fine in the game. The problem in your case would be that Studio's recolors do not include resources that aren't changed in a recolor. Among other resources the footprint resource that you want to edit is excluded from a recolor .package. If you want all the textures included in your .package and you want a footprint resource you should use the selective clone option instead. When you select the item to clone a pop up box will appear. Fill the box out like this: Click ok to dismiss the pop up box. Studio will make a full clone that includes all of the swatches and you can continue working with your project as usual.
|
|
|
Post by yunanesca on Mar 30, 2016 13:40:57 GMT -5
Oh ok that makes sense ty so selective clone it is then ty orangemittens
|
|
|
Post by bearson10 on Jan 18, 2017 15:03:45 GMT -5
How do I add a footprint to a custom rug with no footprint orangemittens
|
|
|
Post by orangemittens on Jan 18, 2017 22:21:40 GMT -5
Hi bearson10, I'm not sure why you would need to. If you clone an EA rug as a 3D mesh, it will have a footprint and if you clone a new CC rug mesh .package it should also have a footprint. Can you explain a little bit more about what it is you're working with?
|
|
|
Post by Renorasims on Jul 18, 2017 11:39:47 GMT -5
brujah As mentioned in the creators help section this involves the closet that had the wacky UV1 and all other struggles. Being among them; not getting the right footprint via S4S footprint tool. To get a working footprint I manually edited the FootprintResource (noted group & instance number --> deleted footprint --> added new one --> imported footprint from perfect size closet) but I don't think this is the right process for getting the anticipated result. the closet has the exact same measurements as the Perfect Size GT Closet and not stray vertices, etc so I have no idea why i kept getting a 6x2 footprint (ignore texture ) with the closet being in the middle of it . I have the same issue with a shower i'm creating; also has the same measurements as the base shower, except; I removed the walls on the sides and back. I only got an 1x1 footprint instead of 1x2 after pressing the button. Also solved it (for now) by manually adding a new footprint. I really would love to know how S4S determines the footprint of a mesh, on what bases? Updated package and blend file HERE
|
|
|
Post by orangemittens on Jul 18, 2017 13:11:21 GMT -5
Studio calculates the footprint based on the position of the mesh vertices. This feature will work for basic items only. The closet objects appear to have multiple footprints, and this is most likely because Sims need to route to and use the item. If you click the auto footprint in Studio, it will remove two of the footprints and make the one left behind fit the item exactly. This is definitely not what's wanted for your closet. If you want to change the footprint, you will have to do that manually in the Warehouse.
|
|
|
Post by Renorasims on Jul 23, 2017 9:11:45 GMT -5
Studio calculates the footprint based on the position of the mesh vertices. This feature will work for basic items only. The closet objects appear to have multiple footprints, and this is most likely because Sims need to route to and use the item. If you click the auto footprint in Studio, it will remove two of the footprints and make the one left behind fit the item exactly. This is definitely not what's wanted for your closet. If you want to change the footprint, you will have to do that manually in the Warehouse. Thank you for your reply! This kind of background info really gives more of an idea of how studio works! It's no problem for me to do it manually but I wanted to be sure that I don't by-pass anything that the footprint tool does .
|
|
|
Post by orangemittens on Jul 25, 2017 13:55:12 GMT -5
Hi Renorasims, you're welcome. I've added this information to the documentation post now so that others aren't left wondering. I also put in a statement saying this tutorial wasn't the place to ask about manual footprint editing. I just want to let you know, I did not include that because of your post (I know you weren't asking that), but rather I included it just to make sure others who read the post later understand this.
|
|
apa1
New Member
Posts: 1
|
Post by apa1 on Dec 5, 2020 15:30:18 GMT -5
Hi orangemittens !
Nice work
I would like to ask. Of course I will expand my membership.
I would like to make city corridors in my city.
According to a real European city.
Something like this :
thesimsresource.com/downloads/details/category/sims4-sets-wallsfloors/title/ceramic-brick-style-/id/1388490
I want to use the largest possible wall size.
How to create my own a brick structure .On the wall ?
I want ask .How much would it cost you to make a youtube video for me?Do you have your PATREON where would I sign up?
I'll look at your video and create real walls in my city.
Thank you My regards Apa
|
|