CHboom! Posted February 19, 2025 Posted February 19, 2025 (edited) I'm converting Vibrator from LittleDoxy for ts4 as accessory, and got some error. It should stick to the skin as rendered in Blender, but in the game, it is protruding forward by a few centimeters along the Y-axis. I used the reference mesh extracted from jvsmith's body default replacement for morph. And for some reason, there is interference with the foot mesh, causing the shoes to render in a strange way. Personally, I think it might be related to the vertex ID, which currently starts at 95000. Spoiler Spoiler CHBoom! LittleDoxy - Vibrator Top - 01(RIght Garter).package Edited February 19, 2025 by CHboom! 1
Clydie Posted February 21, 2025 Posted February 21, 2025 On 2/19/2025 at 3:02 PM, CHboom! said: the shoes to render in a strange way Did a short test with your object. I saw the shoes are only destroyed the heels from joshQ in CAS. "Normal" shoes who don't "lift" the sim worked normal. One addition thing should be touched somehow : All sliders seems OK when you modify the sim wearing this object. Only the weight slider not, what leads to that the object sinks into the sim when you made a sim heavier.
CHboom! Posted February 22, 2025 Author Posted February 22, 2025 6 hours ago, Clydie said: Did a short test with your object. I saw the shoes are only destroyed the heels from joshQ in CAS. "Normal" shoes who don't "lift" the sim worked normal. One addition thing should be touched somehow : All sliders seems OK when you modify the sim wearing this object. Only the weight slider not, what leads to that the object sinks into the sim when you made a sim heavier. What about position of cc? Is it attached well to your nude top mesh?
Clydie Posted February 22, 2025 Posted February 22, 2025 8 hours ago, CHboom! said: What about position of cc? Is it attached well to your nude top mesh? On a torso from JVSmith, it looked OK for me. A little distance is OK I think.
PrincessOlya Posted February 27, 2025 Posted February 27, 2025 95k is probably about 80k more than any TS3 accy needs to be. Surprised the hair doesn't explode in TSRW. Unless you play on 80" 4k monitor, it's a waste. If you have morphs, it won't work with JoshQ shoes. Precise bone weights are necessary for accy to hold the relative position to the breast. Any top that has different vertex position or weight, won't work.
CHboom! Posted February 27, 2025 Author Posted February 27, 2025 2 minutes ago, PrincessOlya said: 95k is probably about 80k more than any TS3 accy needs to be. Surprised the hair doesn't explode in TSRW. Unless you play on 80" 4k monitor, it's a waste. If you have morphs, it won't work with JoshQ shoes. Precise bone weights are necessary for accy to hold the relative position to the breast. Any top that has different vertex position or weight, won't work. I don't understand what you are saying - I'm not irritated, just confused. Accy I put has around 2k vertices or so, not 95k.
FreakyRufus Posted March 2, 2025 Posted March 2, 2025 On 2/19/2025 at 8:02 AM, CHboom! said: Personally, I think it might be related to the vertex ID, which currently starts at 95000. On 2/27/2025 at 5:32 PM, PrincessOlya said: 95k is probably about 80k more than any TS3 accy needs to be. On 2/27/2025 at 5:39 PM, CHboom! said: I don't understand what you are saying - I'm not irritated, just confused. Accy I put has around 2k vertices or so, not 95k. I think the confusion is possibly misreading your original statement, that the ID starts at 95000, not that the number of vertices was 95000.
PrincessOlya Posted March 4, 2025 Posted March 4, 2025 On 2/27/2025 at 6:39 PM, CHboom! said: I don't understand what you are saying - I'm not irritated, just confused. Accy I put has around 2k vertices or so, not 95k. Yes, I misread 95k as start ID. So, I did find a few things. From beginning, it's usually better to start from an EA base. Reusing another creators package as your base, that other creator may have made changes that you don't notice, that cause problems for you. I don't use JVSmith parts, so don't know how they align to EA. Cmar's mesh, and the one I made both align to EA. With that said, I used EA bra as my test. Your piece doesn't align to EA. I morphed it in Blender, and it does follow the EA bones. There is distortion of the cables, which I fixed for my test. I opened your package in TSRW. You don't have morphs! That is the biggest problem. So, align to EA mesh, smooth the cable bones and add morphs, and it should work.
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