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Post by Feyona on Apr 10, 2016 16:50:03 GMT -5
Hello to development team . First of all thank you for this thread. I think Sims 4 Studio is a great tool and getting better and better with each added feature. I got a few things on my mind: 1. Is there is a possibility to add multiple swatch removal with lets say CTRL+left click, SHIFT+left click keys? It would be a useful tool for people who edit packages with multiple swatches. 2. It would be good to have undo and redo buttons if it's possible. 3. It's regarding CC viewer. It would be really good if we could move packages to different folders with Sims 4 Studio while viewing content in CC viewer. Thank you for reading.
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Post by JPCopeSIMs on Apr 10, 2016 21:36:33 GMT -5
3. It's regarding CC viewer. It would be really good if we could move packages to different folders with Sims 4 Studio while viewing content in CC viewer. Yes I agree this would be nice
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Post by inabadromance on Apr 17, 2016 20:54:33 GMT -5
I apologize in advanced if this was asked before. I was thinking on how most of the debug items used in interactions, such as cooking or the remote control for changing the channel... and i was wondering if there's a way to understand how that works. And add that to the pose player. I know it's andrew's.. but maybe s4s can help? i'm rambling. That would solve pretty much all accessory's texture space related issues, since those object have their own texture separate from the body.
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Post by fufu508 on Apr 24, 2016 6:58:28 GMT -5
Hi andrew, orangemittens, How does Sims 4 Studio obtain the contents of the .blend file for an import into a clip or override? It would be really handy for us couple (and potentially group) posers if Sims 4 Studio could offer to select which rig to import when encountering more than one in the .blend file. For importing a .blend file for an animation clip, I assume Sims 4 Studio calls a Python script to get the data from a .blend file. If that's the case, please tell me which one(s) as I'd like to investigate it/them and see if I can help fulfill my own request I am thinking at a minimum I will try to come up with a macro in Blender that can automatically generate a .blend file from the objects (rig, bottom, feet, head, top) I choose, e.g. by saving a copy of the original .blend file with my selected objects after deleting any other objects it finds. If I find or make such a solution I will share it with the community here. If there are other in-blender ways to accomplish this, I'd love to help solve this. It's doable to manually save a copy of each rig in a couple file to its own file, but it's more reliable if Sims 4 Studio could get each rig itself! Ok now for the big dream: Ultimately if Sims 4 Studio could find and import each rig into its own clip (pose player) or package (override), that would be sweet!
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Post by orangemittens on Apr 28, 2016 19:50:19 GMT -5
Hi feyona, I'm adding multiple swatch removal and an undo/redo button to the list. Definitely the ability to move .packages from one folder to another when using the My CC feature is on the list. Hi withsimslove, we do plan to take the best attributes of each feature and integrate them across the board. This will make it so that Studio's screens are similar, if not identical, from one project to the next, and improve workflow in all features. Hi beckytheidlesim, adding the ability to bulk export swatches is on the list and we're hoping to get that added soon. Bulk importing is a bit different and is, as you point out, a lot more difficult. Currently, Studio doesn't require any specific naming convention for importing. If we added a bulk import that would have to change and it isn't clear if a change like that would be intuitive for most creators that use Studio. It's worth looking into but I cannot say when something like that could/would be added. Hi zerbu, this will be included for object.packages in the next version of Studio. You will be able to find it if you choose the Selective Clone option. This feature can also be added for CAS items but that will take a little more work with the UI. Hi inabadromance, this might be able to be implemented by editing .clip events. It's an interesting idea and worth investigating at some point in the future. Hi menaceman44, that looks like a bug...thank you for letting me know. This will be fixed in an upcoming version of Studio. Hi fufu508, Studio's first implementation of the blank .clip exported to Blender with the rig/model in a pose like the one you posted above (single idle pose frame). This was met with many requests for the blank.clip to be exported in the bind pose instead. Based on those requests the rig/model pose was changed to the bind pose. At some point in the future we can look into offering a selection of poses instead of a single option but, for now, we're providing the pose that most pose creators asked for. We're well aware of the difficulties creators are running into with couple/group poses and it is definitely something we plan to work on. There are a variety of possible solutions and I think, ultimately, an in-game mod will be necessary to make this work well. If there is anyone in the community interested in working on a mod like that our team would be happy to facilitate their work in any way we can. The python script you're looking for is wherever your Studio is installed: Blender\Scripts\Templates\clipexporter.py. If you're interested in working further on it and run into questions please feel welcome to contact Andrew or me. Hi navyninja, better sorting of the thumbnail page is definitely on the list. Hi JaySimma, the child rig will be updated to wear shorts when exported to Blender.
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Post by linamints on Apr 29, 2016 8:54:44 GMT -5
Would it be possible to add an option post package creation to change the type of package? For example (I've done this more than once <_<), after editing/doing a lot of work for a package file that I intended to be a "3D mesh" package winds up being set to an override package. I realize it's a totally silly request, but thought it might be worth asking.
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Post by menaceman44 on May 1, 2016 16:36:05 GMT -5
It would be nice if there was some sort of scan for CC that looks on how many polys and how large the texture map is. It would be great for people with low-end computers as some CC is REALLY high poly, and a player might be wondering why their game has slowed down. Currently, one would have to extract the models from each CC individually, so currently, this is a bit hard. If you open the packages using the "My Projects" button then you can switch to the mesh tab of the package and it will show you how many verts and polys the objects have without any need for extraction.
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Post by peacemaker on May 7, 2016 5:40:43 GMT -5
That is good to know its on the list, it would be a very welcome edition to have an updated UI for build mode creations.
IDK if i have mentioned this before, but it would be great to have a batch process for custom thumbnail backgrounds integrated into, or separate from the thumbnail overlay. At the moment, exporting and reimporting such thumbnails is a tedious process if you would like something different then the default Maxis uses. It would be something that most probably wouldn't use though. I love the overlay option added, just sometimes it doesn't feel like its enough to differentiate custom content from standard Maxis creations.
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Post by orangemittens on May 7, 2016 10:36:06 GMT -5
Hi arch129, if you know which resources you want to replace and those resources are debug items, you should be able to clone them as a default override and put them in the game to replace the original. Have you checked the debug thumbnail list for the items you want to override? Hi simshout, although this has yet to be optimized it is possible to edit the language resources in the Warehouse: You need to provide your own translation of course and, depending on what you're working with, you may need to do some hashing. Hi peacemaker, I've put batch export of game generated thumbnails on the list...is this what you mean? If all the thumbnails are going to be the same you can import non-alpha images in to overwrite all the originals using the overlay feature. Studio doesn't discriminate between alpha and non-alpha images when importing an "overlay" image and applying it to all swatches. A feature that "remembered" exactly which thumbnail had been batch exported and imported the edited version back in to overwrite the correct one in a batch would be a bit more complicated but maybe do-able with some kind of naming convention. If I had a better idea of what is wanted for the end result in the .package it would be easier to know what's needed from Studio and if it's possible to do it.
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Post by peacemaker on May 8, 2016 1:54:09 GMT -5
i was thinking about the batch export and how the importing would still need to be done by hand once they have been edited. Thinking about it more, the idea evolved to see if the process of adding a background can be handled entirely by S4S. I am not familiar with how the batch process coding works to merge the overlay image with the game-generated thumbnails, but in my head the process would be the same as it is now, but a popup asking the user if they wanted a custom background once the thumbnails overlay process was initiated and the overlay has been selected. You could choose to leave the thumbnails as transparent pngs like they are by clicking no, and if yes is selected, browse for a background image. However i have no idea if you can combine 3 images together in the right order in the process at once to end up with a custom thumbnail with a solid background. But the main idea is to avoid exporting the thumbnails altogether. Hopefully i explained the idea clearly enough to get the idea across.
Even if its not possible, the batch thumbnail export will be a great addition.
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Post by brittpinkiesims on May 8, 2016 19:20:20 GMT -5
I think you may have already addressed this, but if it's at all possible, I'd love a batch import for swatches! It can be tedious if you're doing a project with 80+ swatches (as I am at the moment), to import them one by one, plus the program seems to slow down with each swatch I add after a certain point.
Thanks for such a great program <3
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Post by orangemittens on May 8, 2016 22:00:32 GMT -5
Hi Peacemaker, now that you've explained this it seems like something amenable to automation....Studio can composite the images how you're describing. I've added this to the list Hi brittpinkiesims, auto-import is a little difficult to add given the great variety in items people would be applying this feature to work with. We can look into some way of accomplishing it but this won't be something we can easily add.
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Post by Feyona on May 9, 2016 3:25:51 GMT -5
orangemittens just wanted to ask (not sure where to ask about it). I noticed that some of make up items like lipstick look different in game and CAS not due to the shape of lips but due to rendering I guess. I tried on different shapes of the lips making them as close as on the model in S4S but in CAS and game lipstick looks lighter. Will you be able to recreate CAS rendering mode in S4S? And the example of what I am talking about is in spoiler tags.
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Post by brittpinkiesims on May 9, 2016 14:38:43 GMT -5
Hi brittpinkiesims, auto-import is a little difficult to add given the great variety in items people would be applying this feature to work with. We can look into some way of accomplishing it but this won't be something we can easily add. Ah, thanks for explaining that, OM. I have no idea how the technical side of things work...heck, I'm still in awe of the fact that you guys were able to make this program to begin with, haha. Thanks for the reply! Maybe it's something you'll be able to work in the future, if possible
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Post by midnightpearl on May 10, 2016 7:18:56 GMT -5
Is the stairs been thought of to recolour yet, now that we have foundations now to recolour, it would be nice to add stairs too. Thanks in advance
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