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Sims 3 - Floating Shoes - How to adjust?


landess

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Posted

I have over time acquired much CC for the Sims 3. The footwear I've run across can sometimes be sunk into the floor surface as is the case with many heels requiring OSMP or other way to raise it level.

 

Oddly some shoes will 'float' above the floor. I have a slider which will raise a Sim above the ground allowing me to easily expose those that are sunk, but there is no 'negative' value to lower the Sim.

 

Since I don't have an easy way to make these adjustments within CAS, I'm forced to look for advice about the possibility of changing a value within S3PE and dropping the 'height' of the shoe till it's on the ground and then save it.

 

I have looked around in S3PE but decided if someone already knows 'if' this can be done, they'd also likely know which part of the file needs to be edited.

 

 

It's a shame I have to ask as the fact these shoes 'float' doesn't make any sense to begin with and the effort to make some of these should be seen and not wasted because of some 'glitch or improper(?) value'.

 

 

Posted

@landess, Not sure which shoes float, but the fix can be done in s3pe, depending on a few things. I actually read an ancient text (a discussion between Cmar, Bloombase and S-Club, among the group on MTS from perhaps 2009 or 10), regarding both the slider in development, and discovery of the bonedelta method, now used by @JoshQ, me and others. 

 

IF the shoes are floating by a full unit, as measured on the z axis in Blender, which equals basically 1 click (not sure of exxact numbers), it can be tweaked using s3pe and editing the bonedeltas or BONDs. If the float is between set units, that would need to be adjusted in Blender, or to have a better knowledge of numbers between those in the chart I am sharing.

 

I am also sharing a + 5 units bonedelta. It can be read by s3pe when in a package. You can open the shoe package, immediately save it with a new name (add a 1, or the date to the end) so not to overwrite the original. Click one of the BONDs, and click GRID at the bottom of s3pe. Click chunk entries > and continue clicking each that opens to find "adjustments". Scroll to bottom. There should be 54, 55, and 56. These are the adjustments that lift the Sim. Open those and you see the numbers. The Y offset is what is changed.

If you do not have 54, 55 and 56, you must replace the BOND with the one I uploaded, open it and plug in whatever numbers. It will be a guessing game without knowing where the shoes are in relation to the zzero line in Blender.

 

This is from a pair of Josh's shoes. They are tf and + 7 units...

875918601_bond1.PNG.fb1dcacce7b6187cf5960b6e72a0334b.PNG

Spoiler

622000316_bond2.PNG.94ba53314ec61ba2053fe91ff59177fc.PNG639050682_heelhight.PNG.99e7e2b0f31d7ed3f1f04d138c16ef81.PNG

+ 5 units.bonedelta

Posted
4 hours ago, TheLadysGhost said:

There should be 54, 55, and 56.

 

Yeah, I found it without having to open the Grid Menu box - they show the same though. I understand if changes are made they probably need to be made in the Grid menu.

 

So you can look for yourself:  hff-sims lollyheels.package

 

Spoiler

545556.png.1f8f54b7f06d2596ff7d0d4b62363521.png

 

 

So just a guess at this point by looking at these would I open the GRID, and change Adjustment Numbers (54,55,56) to OffsetY; 0.0000  ?     This pair is floating, but not that much - still enough though that it distracts plenty.

Posted
8 hours ago, landess said:

So just a guess at this point by looking at these would I open the GRID, and change Adjustment Numbers (54,55,56) to OffsetY; 0.0000  ?     This pair is floating, but not that much - still enough though that it distracts plenty.

No, not sure where 0 puts them, but it would be wrong direction. I took a quick look. Not sure what the shoes are from. Highly decimated, and still high poly count... Feet are not even where TS3 feet belong on UV map, so definitely foreign. I would be more distracted by the ankle seams. I will dig a bit deeper a little later.

Posted

@landess, I took a look. In Blender, they are between + 14 and +15. The BONDs in the package are +16 units, so, yes they float. Adjusting them in Blender to match the plane would mean remaking the whole package. Sorry, but no time to do that. I premade 2 BONDs, one is + 14 units, the other + 15 units. What you need to do, is right click first BOND, left click "replace", and select one of the BONDs I send. Then, do same with remaining BONDs. 

+ 14 units.bonedelta+15 units.bonedelta

Use either +14 or +15 for ALL BONDs, or some weird things may happen. If you think it is to high or low, replace all with other BOND.

 

FYI... BONDs are skeleton position. If only doing shoes, only 54, 55 and 56 matter. One is root, the others are the feet. If you put these in a top, or bottom, they would cause many issues. Example are FemmeBots. I manually added 54, 55 and 56 to body BONDs, as I needed the arm positions and shoe heights in one BOND. Bots and shoes can copy same BOND to all, but garments no, because BONDs are for bone positions for morphs as well. 

 

Anyway, if you ever decide to fix other shoe height issues, this is what you need to change...

16.PNG.7a33779dbd2432586429f163e89af5ca.PNG

14.PNG.434afdde7fbb14295381222745e5ba97.PNG

Posted
7 hours ago, TheLadysGhost said:

I would be more distracted by the ankle seams

 

I figured I could have a Sim wear them with jeans or something to cover that.

 

Yeah the ones I mention are all a bit 'off' in regards to build, design, and execution - still by using a 'version' of Blooms feet - they look better than any default shoe showing the foot. And like Hair, I try to have all the active/inactive Sims wear different shoes. (within reason - regarding males)

Posted
1 minute ago, landess said:

I figured I could have a Sim wear them with jeans or something to cover that.

 

Yeah the ones I mention are all a bit 'off' in regards to build, design, and execution - still by using a 'version' of Blooms feet - they look better than any default shoe showing the foot. And like Hair, I try to have all the active/inactive Sims wear different shoes. (within reason - regarding males)

Doing cover up is a matter of your choice as user. ))) Do the heels clip long pants? I guess with most that are textures on bikini bottom legs, or even the pants I did to clear JoshQ heels might work. As one making things, and as it was one of the few things JoshQ pointed out as a defect in my earliest uploads, I learned to fix the seams, and am now a bit "anal" about them. ) The UV of those shoes is a bit messed up. The feet are actually where the shoe parts should be... so the skin texture is just a generic texture from the skin corner. With the UV not aligned to the standard legs, it will always show a seam, and the shading will be off, and the shoes texxture runs into the area reserved for bottoms, so you will probably never be able to use them with one of my skirts or dresses. Also saw in TSRW, there are a bunch of extra version alternatives that use texture from the donor, and should have just been deleted. The package has about 10 or 20 texture images that are not used, which bloats the size of the package a lot. Not sure why so many extra?

 

I also try to have different gaments, shoes and hair for my Sims, especially females. )))

 

As a matter of fact, I have become so "anal" about seams that I already uploaded fixed versions of a few older outfits. They also have better crotch bones. But, they are new numbers, so won't simply overwrite the old ones in a merged package. ( Remade Lolita Maid, and looks good, but not uploaded as I also want to remake a few of the accessories that go with it. 

 

Anyway, I hope those bonedeltas help.

Posted
5 hours ago, TheLadysGhost said:

so the skin texture is just a generic texture from the skin corner.

 

I have a few like that and while there is no 'detail' to the skin, many have real meshed toenails which can be colored and some even have a natural gloss - so I'm good with that trade-off.

 

When playing the game, so many of the things I used to worry about can't even be noticed unless one gets the camera up close. So when I do I'm aware of most faults with that Sim and try to avoid shots which display them. Otherwise during actual game play half the effort I make is hardly noticeable.

Posted
9 hours ago, landess said:

I have a few like that and while there is no 'detail' to the skin, many have real meshed toenails which can be colored and some even have a natural gloss - so I'm good with that trade-off.

 

When playing the game, so many of the things I used to worry about can't even be noticed unless one gets the camera up close. So when I do I'm aware of most faults with that Sim and try to avoid shots which display them. Otherwise during actual game play half the effort I make is hardly noticeable.

Yes, I saw the toenails separated on the UV map. They appeared to be accessory nails that were "repurposed", and not part of the actual feet... similar to what I did on early bots for the fingernails. I have also done this to a few of Josh's shoes, but by separating the toenails from the toes of the actual feet and moving them.

 

I do not recall, but imagine the gloss is done in the specular, as opposed to separate mesh groups and a bot shader.

 

Josh told me a while ago, that we (makers) see things in our own work that no one else will ever notice. He also told me to stop fussing over such things. But, I still fuss a bit. Things like skirts I made a while ago. Some minor clipping that I never fixed, but now am fussing over, as I plan to release them as part of the Honoka set... whenever that happens. I think the clipping is ok, but now need to fix the 3d belt buckles that distort during morphs. Sure, they look ok in this pic, but do distort when going heavier, and since I know how to fix that, I will. )))

Screenshot-103.jpg.92b9c85117730cc48d5b1a2dc5c1e3ee.jpg

Posted

Holly crap that package is filed with a lot of unused textures.

 

The shoes lift a whooping 16 units and they do not match the legs seam, cherry on top is that the mesh for the feet is a triangulated mess that will need a lot of editing to make it match and I haven’t seen the UV yet…

 

You already know this so lets imagine the mesh is not an issue. Using TSRW export the meshes (LOD1, LOD2, LOD3) and the textures: overlay, mask, multiplier and specular. Now create a new project and import any of my shoes with 11 units (Reina, Ishtar) and replace my meshes and textures. Export it as sims3pack and then using Sims3Pack Multi Installer convert it to package.

 

As LadySmoks said we need to change 3 bones inside the bonedelta, in reality you have to change some others like the knees but when you imported the meshes into my package you “inherited” those values so you only need to modify the height from 11 to 16. At least in theory because I’ve never gone that high.

Posted
3 hours ago, JoshQ said:

At least in theory because I’ve never gone that high.

One time, when I did remake of Pleaser Boots, I went to +14.

2017441459_pleaserboots14.PNG.5899b251005767d97e003f22a78883d9.PNG

I made plugin bonedeltas, but they have not been downloaded, so...

Posted
6 hours ago, TheLadysGhost said:

they have not been downloaded

 

I pretty much have the answer - NO - I can not make a simple change in S3PE to raise or lower shoes similar to using a slider.

 

 

If anyone wishes to continue discussion on the matter here - that would be another archive of 'information' useful to those searching. I'm not a creator and don't see it in my future.

 

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