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Post by SimLaughLove on Jan 3, 2016 6:53:58 GMT -5
I'm trying to convert the kitty slippers from the sims 3 to the sims 4, I got them to work (by some odd miracle). ...but I'm having an issue with the sliders in game. If I max the sliders, the slippers become super deformed. I poked around the forum and found a hair tutorial for UV_1 editing ( here) and I understand the tutorial... and I've stared at the original bunny slipper's UV_1 and have a general understanding of what it should look like. But I can't seem to figure out how to get the kitty slippers to work. I tried the original uv mapping of the slippers and then unwrapped them and followed the directions from the above tutorial... no success. I tried mapping the uv like i did for UV_0, then unwrapped and proceeded with the above... no success. Another issue I'm having is when I unwrap and use the cylinder projection it just looks... odd. (Btw, since I'm using TS4 legs I didn't have to unwrap them which is why they look all pretty, it's just the glob of shoe that is giving me problems lol.) I've probably done everything super wrong lol. But if someone could take a look at this and tell me how much I've messed it up (or if there is something else I've missed?) , I would be very thankful. Here are my .blend files if anyone would like to take a look: 1. not unwrapped mess2. unwrapped messThank you again~
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Post by andrew on Jan 3, 2016 14:04:48 GMT -5
Hi SimLaughLove , I tried unwrapping a different way and got some reasonable results. What I did was select the backs of the shoes: Then I switched to a front view and used the unwrap that projects from the view: I then scaled the backs of the shoes to be with the back side of the legs from EA's UV_1. Then repeat the same but on the front of the shoes. Since the kitty ears are tall, they will be in the space of the leg's sliders and will likely cause unwanted deformations with the leg sliders unless you flatten them. The final map looked like this: In game, they are affected by the sliders but they keep their shape now: If you would prefer them to not move at all with the sliders, you can scale the kitty's UV_1 down to a pixel and put it in the bottom left corner of the UV grid, leaving the leg's UV_1 where EA put it. EA does this sometimes for things that they do not want to deform with the sliders.
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Post by SimLaughLove on Jan 3, 2016 19:12:46 GMT -5
Thank you for the reply and the easy to follow directions! I have managed to follow along up to the point of scaling and aligning to EA's UV_1 legs. When I checked it out in game the front was a little deformed, but not as bad as it was to begin with, but the back is still messed up. Is there a way of figuring out which parts need to align up correctly?
I've tried doing each part one by one (front left/right, back left/right) and then squishing, pulling, and moving around vertices to get them to line up with the legs.
How did you figure out which part needed to be squished down and moved over? (For example, I think the head needs to be squished down since it would overlap the legs a little?)
As for the ears, I decided to make them a pixel and put them in the bottom left corner like you suggested (I noticed the original bunny slippers ears were done in a similar way).
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Post by andrew on Jan 3, 2016 20:51:05 GMT -5
I tried re-mapping the front of one of the slippers, this time taking a few screenshots along the way. I used the UV_1 template I posted in the tutorial section for reference of where to place it. Note that if you use that you will need to scale your UV map down for it to line up, and scale it back out before importing it into your package (instructions in the thread with the templates). 1. This is what the front of the slipper looked like when I selected it and chose to project the UV map from the view. 2. Selected the ears and top part of the head that go above the sims foot. 3. Scaled those vertices down on the Y axis (press S then Y then drag the mouse toward the center of the selected area) 4. Moved the scaled part down near the rest of the foot area (press G then Y then move the mouse down) 5. Selected the whole front of that shoe and moved it to the area of the sim on the template's foot (the right one in my case) 6. Scaled the entire front of the foot on the X and Y until it fit in the area below the sim's leg 2nd UV Here is what it looked like at the end on top of the template: 1. Back of the right leg 2. Front of the right leg 3. Front of the left leg 4. Back of the left leg The part in the green box is EA's leg uv and the part below is the slippers.
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Post by SimLaughLove on Jan 4, 2016 2:55:15 GMT -5
I think this mesh hates me and doesn't want me to figure this out cause I had plans to do the puppy slippers next lol. I believe I followed each step correctly, at least I think the uv_1 looks like it's supposed to (first image is before I scaled and the second is after): Except when I go in game, it's like I did nothing to the slippers, they still just deform when I max the sliders: If it's not too much of a bother, would you please take a look at my new .blend and see what I've done wrong? Thank you~
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Post by andrew on Jan 4, 2016 19:02:55 GMT -5
Sure, I'll take a look at your .blend.
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Post by andrew on Jan 4, 2016 20:39:39 GMT -5
Your blend looked about like mine that works as far as I can tell, so I tried re-cloning the bunny slippers and importing your blend onto it. Just to be sure which was which, I color tinted the texture blue. I turned up every slider I know of as far as I could and am not getting any major distortions. The only ones that seemed to affect it at all were the foot width and length but they behaved in a normal way. Do you have any mods installed that affect sliders? I tried with the weight/muscle all the way up and then pulled every pull-able part that I could find including the face and couldn't get that kind of distortion.
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Post by SimLaughLove on Jan 5, 2016 8:31:58 GMT -5
I have very few mods installed and none that affect sliders. I removed everything except the slippers and it is still being distorted. I also renamed my whole TS4 folder and let the game recreate everything in my docs and added just the slippers and still the same thing. Everything else I've created works just fine, it's just this one item that isn't working for me (it's also the only item I've ever converted that needed a uv_1 edit).
Would you mind if I test the package you created and see if it does the same thing as the one I created?
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Post by andrew on Jan 5, 2016 9:05:49 GMT -5
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Post by SimLaughLove on Jan 5, 2016 11:15:15 GMT -5
That's so weird! Your's works perfectly in my game.
I'm wondering now if it's because I'm using S4S 2.6.0.8 Sugar instead of 2.6.1.0 Sugar (which won't let me set the game path - should I post about this in the bug section?).
Thank you for all your help and the step by step instructions on how to do the UV_1 (I'll definitely use this again in the future).
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Post by andrew on Jan 6, 2016 16:46:41 GMT -5
It is unlikely to be the version of Studio, but we definitely plan on fixing that (there were a few others reporting this already). If you send me the package I can take a look at it, but you may want to try cloning a new package and see if the new one will work in the meantime.
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Post by SimLaughLove on Jan 6, 2016 20:04:07 GMT -5
I've tried cloning several different shoes, just to see if it was indeed the bunny slipper, but they all did the same thing. Here is the slipper cloned from a flipflop and another cloned from the normal bath slippers. Sorry this is taking so long to figure out.
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Post by andrew on Jan 7, 2016 19:45:46 GMT -5
I tried those packages in my game and had the same results. When I exported it back out I saw that the slippers did not have their vertex paint. The new Studio will default to a dull green #007F00 which is the default for accessories so that is probably why my new clone worked fine with your .blend. The original slippers were solid green #00FF00 so that should probably be used instead, but solid white which is Blender's default will cause all kinds of problems with the sliders. Also, the next version should fix the problem with setting the game path.
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Post by SimLaughLove on Jan 7, 2016 21:44:48 GMT -5
That moment when something finally works! I changed the vertex paint to the correct color and everything works nicely! Thank you so much :D
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Post by andrew on Jan 10, 2016 1:52:31 GMT -5
Glad its working now
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