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Post by atrugoonie on Nov 18, 2024 2:12:29 GMT -5
I added rig slots to a custom object (deco sim) but I have found when I add the vertex groups in Blender to weight paint them and then import them back into sims 4 studio the mesh starts freaking out in game. It looks just fine when I don't add the vertex groups but when I do it starts bugging game. Anyone have any clue on what might be the problem Im missing. I have added vertex groups to objects in the past and this hasn't happened. I have also gone through updated the phongs for the added rig bones as well drive.google.com/file/d/1NM-KB-R96HycjwJ2sAugbHDYtS-RpOnc/view?usp=sharing
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Post by mauvemorn on Nov 18, 2024 11:32:19 GMT -5
Hi. The bones are meant to be created in the package first. Shown here, starting from step 5
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Post by atrugoonie on Nov 18, 2024 15:03:13 GMT -5
When I put everything together I added the bones in Sims 4 Studio first and then exported the mesh to weight paint it the first time and this still happened. Is that what you mean or am I confused? I also went ahead and checked out the tutorial but I am still not sure what I am missing. I did parent the bones in Sims 4 Studio to each other rather than all to the transform bone. Could that be a problem or would that not matter? Or I made the deco sim using Ninja ripper could it be related to that?
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Post by mauvemorn on Nov 18, 2024 16:12:10 GMT -5
Share the blend and the package please
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Post by atrugoonie on Nov 18, 2024 18:44:30 GMT -5
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Post by atrugoonie on Nov 20, 2024 13:25:16 GMT -5
I also tried using Ninja Ripper to rip the sim instead of SimsRipper but nothing is working still
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Post by mauvemorn on Nov 20, 2024 13:37:36 GMT -5
One meshgroup can be affected by no more than 60 bones. You need to split the mesh into the head, body and feet ( or the head and body + feet with some bones deleted )
It does not matter what you rip them with
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Post by atrugoonie on Nov 20, 2024 13:59:26 GMT -5
I can do that I'll go ahead and give it a try
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Post by atrugoonie on Nov 20, 2024 21:02:41 GMT -5
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