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Post by pickypikachu on Sept 20, 2019 19:46:12 GMT -5
It won't override or compete with the regular Skull if I revert it?
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Post by pickypikachu on Sept 20, 2019 17:58:07 GMT -5
Hi. Did someone transfer this thread here or something? Can we see pictures and files please Either way, never use Edge split modifier, it will chop your mesh all types of ways. Split edges that are meant to be sharp manually by selecting them (Alt-RMB-click on an edge loop) and Mesh - Edges - Split edge. Make sure to do it before baking textres Anyway, you do not need 2.70, the weight transfer process is just a bit different 1). Find a ea item that is closest to yours in shape (collar/no collar, sleeve length), clone it, export the blend; 2). Append it in the scene; 3). Select your mesh (without body, never transfer weights to something that has fingers, they are too close to each other), delete all vertex groups; 4). Select appended mesh, Shift-select your mesh, switch to Weight paint, click Transfer weights and set it like in the pic; 5). Then use Clean tool with All groups selected Hey mauvemorn! I was not using a modifier for the edge splitting, it was always using the Mesh>Edges>Split edge, regardless, I accidentally deleted the first photo (also can't figoure out how to change the title of the thread to include "SOLVED") and found that the issue was limited to CAS and did not show up at all in game play so I just left it as a weird quirk of CAS rendering? Thank you though!
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Post by pickypikachu on Sept 20, 2019 17:33:38 GMT -5
Hi everyone! So I am trying to add in a new familiar, it's a Vulture skull, so I have cloned from the Skull familiar. First, I replaced the skull mesh and textures. Then I created a custom Tuning for the familiar_Skull tuning that comes with the actual familiar. All I did was change the name: <L n="params">
<U>
<T n="name">Familiars_Type</T>
<V n="value" t="string">
<T n="string">VultureSkull</T>
</V>
</U>
</L> I then cloned the summoning Orb that the sim buys at the shop. I created custom tuning of familiarToken_Skull, the only line changed was at the bottom for the interaction menu: <L n="_super_affordances">
<T>13328<!--debug_Reset--></T>
<T>13326<!--debug_ObjectDestroy--></T>
<T>103888<!--cheat_set_as_head--></T>
<T>9542821584827928684<!--familiar_bind_vultureskull--></T>
</L> Then I changed the tuning of the bind interaction familiar_bind_skull: <V n="outcome" t="single">
<U n="single">
<U n="actions">
<L n="basic_extras">
<V t="familiar_bind">
<U n="familiar_bind">
<V n="bind_familiar_action" t="object_familiar">
<U n="object_familiar">
<E n="familiar_type">VultureSkull</E>
</U>
</V>
</U>
</V>
<V t="destroy_object" />
</L>
</U>
</U>
</V> After all of this when I try to actually do the "Summon Familiar" interaction, I get last exception saying that my Orb is returning the name "None" to the familiars.py: I've tried just diving head first into the .py for that but it doesn't look like familiars.familiar_tracker tuning list which does seem to have XML for the naming etc. From familiars.familiar_tracker tuning with my added familiar:
<U>
<E n="key">Skull</E>
<U n="value">
<V n="familiar_type" t="object_based_familiar">
<U n="object_based_familiar">
<T n="familiar_description">0x2E191311<!--When you need a protector that truly frightens your opponent consider the skull. It is hard not to be intimidated by this floating, haunting familiar.--></T>
<T n="familiar_object">222927<!--touching_Greetings_Curses_TouchyFeel_Hug--></T>
<T n="familiar_token_object">227733</T>
<T n="follow_affordance">214278<!--familiar_follow_skull--></T>
<E n="name_list">FamiliarSkull</E>
</U>
</V>
<T n="icon" p="InGP08\UI\Icons\Inventory\inventory_skull.png">2f7d0004:00000000:49eb2cd34282abb5</T>
</U>
</U>
<U>
<U>
<E n="key">VultureSkull</E>
<U n="value">
<V n="familiar_type" t="object_based_familiar">
<U n="object_based_familiar">
<T n="familiar_description">0x2E191311<!--When you need a protector that truly frightens your opponent consider the skull. It is hard not to be intimidated by this floating, haunting familiar.--></T>
<T n="familiar_object">15035682782453219924<!--touching_Greetings_Curses_TouchyFeel_Hug--></T>
<T n="familiar_token_object">13128340344212110563</T>
<T n="follow_affordance">214278<!--familiar_follow_skull--></T>
<E n="name_list">FamiliarSkull</E>
</U>
</V>
<T n="icon" p="InGP08\UI\Icons\Inventory\inventory_skull.png">2f7d0004:00000000:49eb2cd34282abb5</T>
</U>
</U>
I also tried editing that tuning and putting it into my game, but it throws a bigger exception, understandably so. I just don't know the next step from here. I would imagine it is like adding custom food or custom careers, but all of the tutorials don't seem to have enough overlap for me to really try to figure it out. Any help is appreciated!!! Here are my files if you want to take a look!
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Post by pickypikachu on Sept 7, 2019 19:32:17 GMT -5
I'll try saving out a few versions from my two Blender versions and see if that helps.
*Edit, yeah nope, no difference, still getting the same bright splotch. By process of elimation, I removed the spec, normal, and shadow map, glow still there. Changed all cuts to "Base", glow still there. Vertex Paint checked and fixed, still there. Made the mesh all one cut, still there.
Accidentally deleted the first post... anyways, it appears the problem is limited to CAS, so I'm just gonna ignore it.
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Post by pickypikachu on Sept 7, 2019 19:22:11 GMT -5
I hop between 2.70a and 2.79b for blender (always save my blends for s4s in 2.70a), and spec is clean in that area from what I can see (it's nearly 97% black for the whole dress. Is there a known issue with Blender versions and edge splits going into S4S?
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Post by pickypikachu on Jun 1, 2017 20:24:29 GMT -5
Would you guys ever consider using Patreon or having a donation drive? I would love to support the team, and maybe give you guys the opportunity to hire outside help for mundane updates.
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Post by pickypikachu on Jan 15, 2017 0:27:34 GMT -5
How difficult would it be to enable clubs for toddlers?
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Post by pickypikachu on Oct 7, 2015 9:01:15 GMT -5
Ah! Okay, that explains it! Although I tried exporting the c_portrait_fine from EA's list and it was still distorted.
I found though that opening a blank mesh export and moving the rig down in the Y axis (or z in blender??) and realigning it with the body made it usable again. I haven't tried to make poses with it, but before when it was distorted I was just copying the rotations of the adult poses onto the kids distorted rig and it was working.. so I think it's just aligned incorrectly, but it still works.
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Post by pickypikachu on Oct 6, 2015 19:55:39 GMT -5
It's a child rig, and I chose "Export" with "Blank Clip" chosen. It doesn't matter what clip I choose they all come out like that. Even the rig on child mesh exports is messed up.
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Post by pickypikachu on Oct 6, 2015 16:47:31 GMT -5
Hi all, I've been trying to make childrens poses, but the rig is messed up. I have S4S Sugar, and even a fresh clip export from there has the rig incorrectly placed. The hands are all shredded. I haven't done anything to the file, it just always starts like this.
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