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Post by moonwinds on Oct 6, 2024 23:12:59 GMT -5
The title couldn't fit everything so, sorry. I've just recently started on learning how to make mods (like, yesterday kind of recently) and I've been having trouble with trying to import my personal meshes into S4S. I've tried that method of like, extracting an already existing item mesh and just changing it before importing it again but it doesn't work.
For reference, all I've been doing is;
1. I already created my own mesh independently on Blender. 2. Whenever I extract a pre existing mesh, all I do is delete the already present model then paste the model I've made previously. 3. It doesn't work and each time I import it, it still shoes the original model of the original mesh even though I've deleted it.
So I need help in understanding this. I want to make this into a mountable wall decor item first before I proceed to making it into an instrument. There are also these vertices and other things and honestly everything is just making my head spin. I have looked up several tutorials already and none of have been helpful cause I don't even know how to apply their tips T^T.
- Do I have to make the mesh directly inside the blend of the mesh I chose to clone? - Is there any way to just directly change a blend file into a package file? - Is there any other way to just simply copy paste an already pre existing model I've made?
Thank you so much to anyone who reads this and replies! I've just been on a rut right now and I don't know where to go from here.
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Post by mauvemorn on Oct 7, 2024 4:23:25 GMT -5
Hi. - make sure you have a supported version of blender sims4studio.com/thread/29850/which-versions-blender-sims-studio;- open s4s, click on Settings in the top panel; - click on … next to Blender path and make sure it leads to blender.exe in the version of blender you’re using; - under My projects choose you package again, export the blend file again, open in the linked version of blender; - check if there is s4studio mesh tools - to be imported, your item must be visible, selectable, have the right cut number. To function as intended, it must be adapted like an object you’re replacing. In the scene you will find two or more objects: an object itself, a shadow underneath. Both have different cut numbers. Your object must have the same one as the original object. It should also be assigned to the same bone. So select the original object, check the cut number, delete this item; - File - Append - the blend file with an object you made - Object - the object itself, append; - give it the same cut number; - create a new bone with +, double-click to name it transformBone. In edit mode select all of your mesh with A and click on Assign; - rename the uv map to uv_0. Duplicate it with +, name uv_1; - select the shadow underneath and adjust it to fit your mesh; - save, import back It does not matter where you create your object, but it is a good practice to always do things like this: - find a similar object in the catalog, clone it, export the blend; - study how the object is adapted (number of meshgroups, what bones affect it, whether it has uv_1 or color attributes) - create your object here and adapt it the same
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