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Posted

Hello,

I am attempting to make a female body mod using blender and the sims 4 studio. I wanted to graft on a new appendage to the female default nude bottom. I modeled the appendage in another program, exported it as an STL file and then imported it into blender. I then joined it to the main mesh using ctrl + J. When putting the mesh into the sims 4 mod constructor it looks fine but in-game in CAS the new appendage floats in mid air in front of the sim's body totally separate from the rest of the body. It's entirely black showing that it's not textured despite in the mod constructor and blender it seems to have turned the same color as the default skin tone. I don't know why this is happening. I've tried using boolean modifiers to merge it to the default bottom mesh but that just deletes a huge section of the nude female bottom, ruining the mesh. So joining the parts doesn't work and using boolean modifiers to form a "Union" or "intersection" doesn't work either. If anyone has any solution's I would really appreciate hearing them. I recall this sort of thing was happening with penises after a specific sims 4 update until mod makers repaired the problems. I mainly just want the two parts (the appendage and the default nude bottom) to work as one solid part together in tandem. And I hope to also get the new appendage to not be solid black. I'm not at all experienced with blender, I don't know how texturing works, and this is my first CC model so please go easy.

 

(Image 1): What happens when I use boolean modifiers

(Image 2): What happens when I join the parts

(Image 3): What the part looks like in the mod constructor after I used the join command

(Image 4): Result in game

Error1.PNG

Error2.PNG

Error3.PNG

Error4.PNG

Posted

No idea how any of that works. Rigging involves inserting bones into the model right? And I assume UV mapping and weight painting is all texturing stuff? Do you know any good tutorials?

Posted
16 minutes ago, Taddstrange said:

No idea how any of that works. Rigging involves inserting bones into the model right?

Yes, in your case a simpler way would be to assign the mesh you created to an existing bone.

- UV Mapping is necessary for texturing. It's a flat 2D version of your mesh.
- Weight Painting is used to deform the mesh.
 

 

Not a tutorial just a few pointers :

 

Tail01.jpg.b79e38a809ea7a9896726be1e8b834c5.jpg

 


Tail02.thumb.jpg.e9670e77654b271bc1c155208fd020d8.jpg

 

Tutorials :

 

https://sims4studio.com/thread/662/index-studio-tutorials-online-manual

Look for the "Meshing tutorials" section.

Posted

I made a new bone but I can''t make it attach to the model, the appendage, or the existing sim skeleton. I need to know how to make it stick to the model before I can think about meshing. Any help you could offer with that? Or am I supposed to keep the object separate and assign the object to another bone?

Posted

Ok I tried looking further into it. I kept the model separate and assigned one of the sim's bones as "parent" in the vertices section you pointed out above. Sadly this doesn't merge the meshes at all and now the new appendage won't show up in the sims 4 studio at all. When I use the join command the vertices section becomes dominated by all of the default bottom's bones and now the two meshes share an armature that isn't attached to the new part. I basically just need a more detailed explanation of how to just attach the new appendage to the lower body's bones and have them work as one solid part. I can't find instructions on how to do this anywhere.

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