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Post by shinichi on Apr 12, 2020 10:17:02 GMT -5
Download Link to two of the meshes: drive.google.com/open?id=1QwidD-ezhZ3Ybc5q6CmZjgx5JgIUyCQoSo I was still learning to convert from sims 2 obj to Sims 4 CAS as shown in the video below: The issue with that is the mesh I downloaded with had no armature (or human rig) to control the sleeve. The reason I added the rig is to prevent distortion onto the sleeve. So I ended up watching how to add it through this other video here: The problem is the sleeve shown here was more of a T-pose: So I tried to readjust the pose of the human rig using pose mode, then did according to the video later on: Yet, after setting it to parent and automatic weight, it ended up like this: If possible, I hope someone can help guide me on where did I go wrong with Blender. Thanks for any responses. :-D
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Post by mauvemorn on Apr 12, 2020 11:38:13 GMT -5
Hi. You do not need any rig other than TS4 rig. - clone an item (for exampe, type Panel dress in the search bar), export the blend file, open it; - import this TS2 outfit in the scene, not rigged, adjust it to the body ( i do not know if they are bigger/smaller or the same size as TS4 bodies) without adjusting the position of sleeves ; - once done, follow from 1:45
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Post by shinichi on Apr 15, 2020 3:37:45 GMT -5
Hi. You do not need any rig other than TS4 rig. - clone an item (for exampe, type Panel dress in the search bar), export the blend file, open it; - import this TS2 outfit in the scene, not rigged, adjust it to the body ( i do not know if they are bigger/smaller or the same size as TS4 bodies) without adjusting the position of sleeves ; - once done, follow from 1:45 It seems to work! Thanks! :-D
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Post by shinichi on Apr 17, 2020 0:43:31 GMT -5
Hi. You do not need any rig other than TS4 rig. - clone an item (for exampe, type Panel dress in the search bar), export the blend file, open it; - import this TS2 outfit in the scene, not rigged, adjust it to the body ( i do not know if they are bigger/smaller or the same size as TS4 bodies) without adjusting the position of sleeves ; - once done, follow from 1:45 Download: drive.google.com/open?id=1YsYuBsj5nQMAGP2MH7zzplrjWr5oP3hdSo I tried step by step following a TS2-Ts4 conversion of this uniform, not sure why, the rig is still attach to the hand, but not to the mesh even though I followed your video step by step here: There are times the hand would float, or I just end up with the rigs currently as shown below: I hope someone can guide me through the error. I attached the blender file and package in the link.
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Post by mauvemorn on Apr 17, 2020 9:37:35 GMT -5
When you combined the body with the garment, Armature modifier must have been removed/ You should add it again Do not combine the garment with the body until you transfer weights, a uv_1 map and vertex paint it. You should never do any of that to a mesh with the body because it will mess up fingers
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Post by shinichi on Apr 17, 2020 9:59:29 GMT -5
When you combined the body with the garment, Armature modifier must have been removed/ You should add it again Do not combine the garment with the body until you transfer weights, a uv_1 map and vertex paint it. You should never do any of that to a mesh with the body because it will mess up fingers
I keep ending up with such error.
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Post by jwofles on Apr 17, 2020 11:12:16 GMT -5
I downloaded the .blend you posted in your second post and I was able to add the modifier. Here's the .blend I saved if that helps - www.mediafire.com/file/ezn4fuuz5mjnu84/f2.blend1/file (but you need to do a weight transfer so it actually moves with the armature!!) Note you need to do weight transfer (as i said, without the weight transfer your mesh won't move with the armature) and uv_1 transfer to rig your mesh, and also make sure you're texturing it on the uv_0 because I think you might be using the uv_1 by accident which isn't for texturing, it's for morphs.
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Post by shinichi on Apr 18, 2020 2:57:53 GMT -5
I downloaded the .blend you posted in your second post and I was able to add the modifier. Here's the .blend I saved if that helps - www.mediafire.com/file/ezn4fuuz5mjnu84/f2.blend1/file (but you need to do a weight transfer so it actually moves with the armature!!) Note you need to do weight transfer (as i said, without the weight transfer your mesh won't move with the armature) and uv_1 transfer to rig your mesh, and also make sure you're texturing it on the uv_0 because I think you might be using the uv_1 by accident which isn't for texturing, it's for morphs. Download link (Update 3): drive.google.com/open?id=15_-RVPBH-8dMrCt0zMwcZw0G-NkumOT0It finally worked! Thanks! The good news is after the weight transfer, the file works. But then it came a second problem: In sims 4 studio, the pose rig itself is default, so when I uploaded the updated blend you sent me, and had the weight transfer, it works smoothly on the blender, but not in the game. Is there a way to retrify this problem? I updated the file you sent me with a third link. :-D
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Post by mauvemorn on Apr 18, 2020 3:08:27 GMT -5
In newer versions of Blender one must take an extra step in the process of Weight transfer: 1). Select the reference, Shift-select your garment, switch to Weight paint, click on Transfer Weights, choose By Name; 2). Click on Clean, select All groups;
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Post by shinichi on Apr 18, 2020 3:10:59 GMT -5
In newer versions of Blender one must take an extra step in the process of Weight transfer: 1). Select the reference, Shift-select your garment, switch to Weight paint, click on Transfer Weights, choose By Name; 2). Click on Clean, select All groups; So the mistep of the weight paint resulted in this problem? :-O
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Post by mauvemorn on Apr 18, 2020 4:03:08 GMT -5
This is the reason it is flying, there are more problems. I was writing a step-by-step guide on my pc but it started to lag and won't reload. For now, do not import the blend in s4s until you complete all steps nessesarry to make it functional. Finish watching my tutorial because you did not complete the process. Arms must return to their original position
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Post by shinichi on Apr 18, 2020 4:05:06 GMT -5
This is the reason it is flying, there are more problems. I was writing a step-by-step guide on my pc but it started to lag and won't reload. For now, do not import the blend in s4s until you complete all steps nessesarry to make it functional. Finish watching my tutorial because you did not complete the process. Arms must return to their original position Ok, tqvm. I will look through the video :-D
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Post by shinichi on Apr 19, 2020 9:21:18 GMT -5
This is the reason it is flying, there are more problems. I was writing a step-by-step guide on my pc but it started to lag and won't reload. For now, do not import the blend in s4s until you complete all steps nessesarry to make it functional. Finish watching my tutorial because you did not complete the process. Arms must return to their original position So I watched through your video slowly one step at a time, I think I almost got it right, slowly cutting up the mesh part by part, transferring the weights accordingly. Everything went through smoothly. Right until when I moved the rig, it ended up showing this: Either I didn't cut it right, or the sims 2 mesh itself doesn't have sufficient verticle to stretch and patch up the mesh I joined, since they are cuts around the sleeves. So I again tried to do weight transfer the usual way, without cutting up the mesh, except I will end up like the previous issue mentioned as shown in sims 4. Could you please tell me which part of the mesh cutting I did was wrong? Thanks. :-D The link with the cut sleeves base on your tutorial is here, and the one with the normal way of transfer weight is in pt 3: Using transfer weight the usual weight: drive.google.com/open?id=15_-RVPBH-8dMrCt0zMwcZw0G-NkumOT0Base on tutorial blend file: drive.google.com/open?id=1fWy5SX5RfBdzLCHjDzaiC7IsbUQcrDOS
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Post by mauvemorn on Apr 19, 2020 11:22:21 GMT -5
Hi again. My apologies for the wait. First lagging, then the power outrage, by the time i finished filming it was already 1 am. Anyway, here's a video, blend and package files. The blend file has a third uv map that is there solemnly to show how much biggest the uv islands can be if places differently. If you're going to re-upload this blend file in the package, delete that uv map first. A few things that I did not show in the video. After checking the item in CAS, I made the bottom wider, it was clipping into legs. Also moved the borders of uv islands a bit, they did not match with the texture well. S4S splits the mesh along uv island borders. You can remove doubles in the uv_0 to make sure it does not do it in the unwanted places. But this is not really necessary because the game will not shade these split edges as sharp. For it to shade them as sharp you need to split them yourself ( Mesh - Edges - Edge split). This was what I did afterwards because there was a dark shadow along sharp edges in CAS.
Edit: you did not need to cut the mesh in this case, this was a matter of position. If I did not do it, the sleeves would get vertex groups from the torso, because they are close to it. In your case, they are not. The reason you get a gap is because sometimes even if vertices share the same coordinates, they might get different values. This happened in your case. To make sure they have the same values, you need to Remove doubles, so that those vertices with the same coordinates merge into one. In the video I remove doubles from the very beginning, this is something that should be done before weight transfer.
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Post by shinichi on Apr 19, 2020 23:16:32 GMT -5
Hi again. My apologies for the wait. First lagging, then the power outrage, by the time i finished filming it was already 1 am. Anyway, here's a video, blend and package files. The blend file has a third uv map that is there solemnly to show how much biggest the uv islands can be if places differently. If you're going to re-upload this blend file in the package, delete that uv map first. A few things that I did not show in the video. After checking the item in CAS, I made the bottom wider, it was clipping into legs. Also moved the borders of uv islands a bit, they did not match with the texture well. S4S splits the mesh along uv island borders. You can remove doubles in the uv_0 to make sure it does not do it in the unwanted places. But this is not really necessary because the game will not shade these split edges as sharp. For it to shade them as sharp you need to split them yourself ( Mesh - Edges - Edge split). This was what I did afterwards because there was a dark shadow along sharp edges in CAS.
Edit: you did not need to cut the mesh in this case, this was a matter of position. If I did not do it, the sleeves would get vertex groups from the torso, because they are close to it. In your case, they are not. The reason you get a gap is because sometimes even if vertices share the same coordinates, they might get different values. This happened in your case. To make sure they have the same values, you need to Remove doubles, so that those vertices with the same coordinates merge into one. In the video I remove doubles from the very beginning, this is something that should be done before weight transfer.
It's ok. Thanks for guiding me on the mesh process, as well as filming the video. Now it is beginning to make sense where did the conversion go wrong. :-D
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