I have been creating poses for a long time and unsuccessfully trying to make my custom rig. I do not really understand how to make it work. I already saw this (http://sims4studio.com/thread/10079/rig-editing) tutorial and many others too, but it seems that this is not what I need :(
Could you please help me? There were no instructions on the Internet about creating a rig for your model, only ready-made rigs of different height and body complexion, but I would like to be able to make my own( I have a ready-made sim model (.obj) in full growth, already textured, it remains only to add bones to it in some way.
I think it is necessary to make at least a head, the rest is fixable by attaching clothes
I figured CAS Tools is pretty complicated and I was probably not using it to its full potential, so I went back to look at it some more today. It turns out that 1. Blender is capable of retaining vertex number data, and 2. CAS Tools is capable of making replacement heads that work with in-game presets!!!
All I have to do now is fix up the mesh and clean up the texture. This is a replacement head that has the lips fused together with new geometry and is lacking a mouthbag (sorry for kinda creepy pictures).
In case anyone wants to try their hand at making a replacement head, here is what I did (might not be the most efficient way though):
1. Get CAS Tools from here. 2. Under Cloning Tool, find the base game head. Click Clone Game CAS parts, wait for it to think a little bit, then select Human>Male/Female>whatever age group>Head. Select the first one on the list that has at least 1 part for each LOD. 3. Clone! Then open the package in the Clone Package Editor tab. I deleted the second part of LOD0 because that's the mouthbag and in my case I'm not using it. Save the package and close it. 4. Get Morph Maker from here. 5. Under the Create BGEO tab, select the type of sim, leave the UV on 0, and export OBJ. This spits out a .obj file that contains LODs 0-3 stacked on top of each other. I imported this into Blender 2.78. According to the creator of these tools, you need Blender 2.75+. You can find more information here about what settings to use to import/export. "If using Blender, import the morph OBJ with these options: Split selected: Object checked, Group checked." 6. Edit your mesh. Make sure that if you are adding new faces, they are split into tris. Polys seem to get destroyed, probably on export to .obj. 7. Delete any extra LOD models you aren't intending to place into the package at the moment, or just make sure you're only exporting the one you want to place into the package. 8. Export out of Blender to .obj. See link above but the creator said, "If using Blender, export the OBJ as a new file with these options checked: Write Normals, Include UVs, Objects as OBJ Groups, Keep Vertex Order." 9. Go back to CAS Tools and click the Mesh Tools tab. Select your new .obj. This step converts the .obj into a simgeom file, which is the only way you can place a mesh with additional geometry into the CAS Tools package. If you didn't add or take away any geometry, you could probably use Morph Maker to just make a morph/preset. I used these settings:
10. Press Go! and wait for it to spit out your simgeom. If you get an error notice at this step, something probably went wrong i.e. you exported all 4 LOD models into the same file like me. It will still try to make you a file though (even if you cancel it...). 11. Open your package in CAS Tools and replace the appropriate LOD with your simgeom. Save and close the package. 12. I took it into S4S at this step because I'm way more comfortable in S4S. Here I did basic stuff like attach textures, assign thumbnails, etc. I made my replacement a skin detail.
13. Test in game! And don't forget to do the other LODs too.
Thank you very much fallingsim for pointing me in the right direction!
Post by MizoreYukii on Apr 28, 2020 15:47:15 GMT -5
Click the tab "Clone Package Editor" and then open the package with "Select a custom package", should be under Mesh Manager tab.
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Hi, just stopping by to say that the reason I had to do all of that stuff for my project was because I wanted to replace the head with a head that looked exactly like the sim whose head I was replacing (so all the facial feature presets like eyes, nose, etc. are the same as what the sim already has).
I think that if you want to replace the head with one that has a different structure, it might be a good idea to try this:
1. Use S4S to clone the base game head. 2. Put your head into the .blend, then get it on the rig and transfer weights over from the base game head and handle cut numbers and whatever, then delete it. 3. Make sure vertex paint is correct. Also make sure uv_1 and uv_2 are correct. I think you can try it without a good uv_1/2 at first to see what will happen, because if you don't want morphing (you want to keep the structure shown in your .obj), then it'd be best if you figured out what setup works best to produce a head that can't be morphed properly. 4. Put your head into the package file S4S made, then go into Warehouse>CAS Part>ExcludePartFlags and set to 0000000000000008. 5. Test in game to make sure it animates properly, if not, manually fix the weights.
I think that's how I might approach it. Of course, stuff never really goes to plan when you're actually doing it, but that's part of the fun! If anyone sees obvious problems with this approach, please say something because I am not an expert.
Voice, I don't know how familiar you are with making CAS stuff, so let me know if any of this doesn't make sense. It was kind of quick and not very detailed. Basically, you don't need to make a rig unless you're doing something more complicated, you just need to weight your mesh to the rig that sims already use in game, then tell the game to hide the normal head. If you pull a mesh out of the game using S4S, it comes with a rig you can weight stuff to. I think that if you are set on making a custom rig, it's definitely possible because certain other modders out there have changed the sim rig successfully. Here's an example. Unfortunately I can't be useful for that though.
It was kind of quick and not very detailed. Basically, you don't need to make a rig unless you're doing something more complicated, you just need to weight your mesh to the rig that sims already use in game, then tell the game to hide the normal head.
I tried exactly this by the way, but I stopped because I thought that this would not work as with weight transfer of clothes ... But it seems that it’s worth doing it again. Thank you very much! It seems I am moving in the right direction now, I will share the result.
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