
Once you go back to uv_0 object mode your mesh will look normal.Congratz!
#SIMS 4 STUDIO BLENDER LIBRARY MOD#
Now go back to object mod and in the vertx groups select the uv_0 then save!ĬONGRATZ!! YOU HAVE JUST MADE YOUR OWN MESH MORPH AND WORK PROPERLY IN GAME!! Now we have put it back in position! This is good because now we have made it to where it will morph with the Sim’s body! CONGRATZ!!!! Now, press the G key and X key and type -512 and hit enter. This will stretch it back to wider postion. Now it’s time to put it back in postion so this time we press the S key and the X key, press 2 and enter. We have centered the uvs over our uv_1 reference pic. With the uvs still selected and in the same place, press the G Key and the X key then type 512. It will shrink on the X axis and look just like this! If your seeing this your on the right track. Move your mouse to the uv window and press A to highlight, S for scale, X for X axis then press 0.5 then hit enter. Now enter edit mode in uv_1 and click A to highlight the mesh in the default view this will show the uv next to the default mode.Now comes the fun part… You can get it HERE! Just right click, save and name (Male/female) what ever gender you are doing it for and make sure you add uv_1 in the save name that way you can find it easy. This my friends is the uv_1 reference image I told you that you would need for uv_1. Remember what we did previously adding our texture to the uv_0? Well we are doing it the same again but adding a new reference texture. Again it will look weird but this is how we make the custom clothes and hair morph with the sims body. Now use that little scroll bar next to uv_0 and highlight uv_1. Now it’s time we make our way back to the vertex (The upside down triangle). Now hit the apply button and now it’s time to move on to the uv_1 editing… YAY!! This is what it should look like when you are done. Vcol is another matter that I will talk about in another tutorial during another time. Always ALWAYS make sure when you are converting meshes that you always have the uvs selected and uv_1. If it does not look like this, then you did it wrong. Both need to be on the same line as the blue highlight UVs. IT’S NORMAL! You still have fix the uvs so like I said next to the uv’s option where is says all layer, select uv_1 and do the same for by name. Just so you know when you do click that UV’s button your mesh will look like this. After your done with it, click the all layers next to the uvs option and select uv_1 do it for the same on by name and make sure you are still on the uvs line. It will turn blue when you have selected it. Now that you have selected this now you need to select UVs. Now that we have located our mesh we be selecting the Face Cor option. DON’T HIT APPLY BECAUSE WE ARE NOT DONE YET! I’ve seen many make that mistake and it usually ends badly.


Now that you have located the mesh (You should see it highlighted in the screen shot. So… Click on the grey next to the box next to source object and lets locate our mesh. That’s because we need to select our reference mesh from source objects selection. You will notice that when the option is open you will see that data transfer has a red box.

Once you have done that click the add modifier and scroll up until you see the option, Data Transfer. Now that we have append our reference mesh you will need to find the wrench on the tools by the triangle. You will need to delete bone_bone shape (We will not be using it) and the second rig which conveintely should be named rig.001. If you are using blender 2.79 like I am you will see this. Now that you have it, click the append from library. But since I’m using just the one I will be clicking the one (If you are using multiple then click on the first one, press shift and click the others). Once you have located this file, we will be looking for our reference mesh’s mesh. Remember that reference file we saved earlier at the start of this tutorial? Well guess what, now we are going to use it. Once you have it open, go to file and go to the option Append. Now lets open our project with blender 2.79. Still got your mesh? So do I! ^.~ Now lets make this bad boy work in game by editing the UV_1 map.įirst thing first! Open up the sims4studios and locate a mesh that is close to the one you are using.Īs you can see I chose the male version of the swimsuit because it is all one piece and will work nicely with what I’ll be doing next. Note before we begin editing our mesh in another blender save your current file! Blender 2.79 will allow you to transfer the data from another reference mesh to your current mesh so it will automatically adapt in weight and also in morphing. Now this part of the Tutorial I do highly recommend Blender 2.79.
#SIMS 4 STUDIO BLENDER LIBRARY HOW TO#
Now in my short tutorial series I’m going to be teaching you how to edit the uv_1 map.
