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Post by orangemittens on Mar 9, 2016 15:16:20 GMT -5
Lanti, the Spring Blossom incense holder has a shadow plane.
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Post by Lanti on Mar 10, 2016 7:30:17 GMT -5
orangemittens, yes, I noticed that. But I'm using the Scent-from-Heaven one because the smoke fits perfectly on the CC object. The Spring Blossom one looked weird, like the smoke was coming out of the middle of the object, clipping into it. With the first one all I had to do was rotate the CC and it fit perfectly.
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Post by orangemittens on Mar 11, 2016 16:08:25 GMT -5
I think you should be able to clone the incense that has a shadow plane and swap out the tuning name and ID it has for the tuning name and ID of the incense whose effect you prefer.
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Post by Lanti on Mar 12, 2016 15:20:58 GMT -5
Thank you! I'll do that.
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Post by flowey on Mar 21, 2016 21:16:14 GMT -5
Hello!! I don't know if I'm posting the correct place, but what do I do if my mesh doesn't use GEOM as the type? I tried inputting it and then loading the mesh, but it gave me errors each time I tried. If I leave it as "NONE" the mesh doesn't change... Please help?
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Post by orangemittens on Mar 22, 2016 20:59:48 GMT -5
Hi flowey, this thread is an object tutorial thread and Geometry resources are for CAS. GEOM is an outdated term that Studio does not use. I'm not sure what you mean when you say leave it as "NONE". Could you describe what your project is and where you are in creating this project?
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Post by cubbins on Apr 25, 2016 21:49:38 GMT -5
Hi, I'm new on the forum and in CC world, so I still have a lot to learn (don't blame me if I'm doing something stupid). ._____. Here's the situation: Since sunday, I've been working on a new object (I'm tired to do recolors). That's my first object so, instead sculpting, I combine 2 diferent meshes to build a bust. The result you can see on this link: imgur.com/hXOX6aiBut, when a try to import, this happens: imgur.com/C4dz3zOWhat am I doing wrong?
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Post by Mathcope on Apr 25, 2016 21:56:31 GMT -5
Did you imported the texture for your object in the Studio tab? If you post the .package someone can take a look
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Post by cubbins on Apr 26, 2016 12:49:54 GMT -5
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Post by Mathcope on Apr 26, 2016 15:57:19 GMT -5
Hello! I've looked into the files. The problem is that I've seen you assigned the materials to the mesh in blender, using the blender material assignment. You can't do that for the Sims, since the materials won't import as they are in blender into Studio. You need to map your mesh. Everything needs to be in the same uv map, then export the layout and make an image where you put those materials. In your case you will need to compose an image with the 2 parts of your mesh and apply the textures to that image. Then you should be able to import that image using the import button in the Studio tab. Go to texture and you should see the image EA used to make the object you cloned, since you did not replace it the mesh is looking in the color from that texture. Hope you can understand me
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Post by cubbins on Apr 26, 2016 17:14:46 GMT -5
I think I got it. I've tried to map before but the head mesh is very complicated. There's a lot of polygons and it doesn't work as expected. It's weird when I planned. I think I need to do more cuts. But I'll try again.
Thanks for the help. ♥♥♥
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Post by Mathcope on Apr 26, 2016 18:24:16 GMT -5
You're welcome. Yes, the object it is not easy to map, you may need to experiment with the UV's until you got what you want. If the polycout is too high you can also decimate it with the "Decimate" modifier in blender. Although I'd recommend you to try mapping it first and fix the uv after you decimate. I find it easier to do this way, but maybe it just me.
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Post by axcolleen on May 2, 2016 19:24:20 GMT -5
I don't know how to position my object exactly where the cloned mesh is. Is there an option for this?
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Post by orangemittens on May 3, 2016 11:31:52 GMT -5
Hi axcolleen, I cannot be sure from your question exactly what it is you're asking. If you're trying to move an item in Blender you select it and then click g on your keyboard to move it. If you want to move it in only one direction at a time you can click another key immediately after the g key to limit motion in that direction only. x will allow side to side movement, y allows front to back movement, and z limits to up and down movement. If this isn't what you needed to know could you explain what you're trying to do a little bit more?
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Post by axcolleen on May 10, 2016 15:16:43 GMT -5
I thought I replied to this message >.<
Thank you! That would really help ^^
I wanted to make sure the new mesh is in align with the old mesh so it would look right in the game. I'm not just sure if my object would match the right position as the old mesh.
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