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TS4 SimRipper - rip sims from savegames, V3.10 uploaded 12/5/2021

by CmarNYC Posted 4th Dec 2019 at 7:36 PM - Updated 5th Dec 2021 at 4:59 PM by CmarNYC
1315 Comments / replies (Who?) - 21 Feedback Posts, 2 Thanks Posts
This is a featured upload! It showcases the best talent and creativity available on MTS and in the community.
I'm now limiting my support of this tool to fixing problems caused by patches, and no longer trying to exactly duplicate every bit of CC out there. Please feel free to report problems with CC and I'll take a look at them IF you provide your sim troubleshooting info, but no guarantees that I'll fix them.

This is a tool to read TS4 save files, list the sims, and create a mesh of the sim with all the appropriate morphs applied, hopefully duplicating the appearance of the sim in the game. The mesh can then be saved in a choice of mesh formats. The composited diffuse and specular textures are also saved. Optionally a composited bumpmap and emissionmap can be saved, but these are experimental and may not be useful.

Meshes exported as Collada DAE can be imported into Blender (or other 3D editors that support DAE) with rig and bone assignments.

To use: Extract the tool folder from the attached zip and run TS4SimRipper.exe. Select a save file, then click on any of the sim's names which appear on the left. After several seconds the sim should appear and you can use the outfit dropdown to change outfits and the save buttons to save the sim in the current outfit.

WHEN ASKING FOR HELP WITH A PROBLEM, PLEASE UPLOAD THE SIM TROUBLESHOOTING INFO, ALONG WITH PICTURES AND ERROR MESSAGES IF APPROPRIATE. IF THE SIM WON'T DISPLAY, REMOVE ALL CC AND MODS. IF IT STILL WON'T DISPLAY, UPLOAD YOUR SAVED GAME. IF IT DOES DISPLAY, ADD YOUR CC AND MODS IN A FEW AT A TIME AND FIGURE OUT WHICH IS CAUSING THE ERROR, THEN UPLOAD THAT CC/MOD PACKAGE AND YOUR SAVED GAME.

WE CAN ALL SAVE TIME AND ANNOYANCE IF I DON'T HAVE TO ASK EVERY TIME.


Requirements: .NET 4.5, 64-bit Windows. No Mac and no plans to support Mac, sorry.

* Please note that with custom content and default replacements supported, if you're using adult skins and meshes they may show up.

Tutorial on the basics of using these meshes in Blender, including importing textures and animations and transferring normals: http://www.modthesims.info/showthread.php?t=639931

Known problems/limitations:
- Animations for dogs look like they were made for a much larger animal and there's distortion of the head. Animations for little dogs and cats are fine. No idea why.
- Pet collars and clothing do not (yet) compress fluffy fur and will disappear into the fur on floofy pets.
- When loading toddlers or children, you may get errors saying one or more physique morphs (heavy/muscle/thin/bony) was not found. As far as I can tell this is normal and caused by some of the body morphs not being implemented for children/toddlers.
- The edges of hair meshes may be slightly visible, especially in Blender. This may be a normals problem.
- Some skin details and makeup don't show up as visibly as they should.
- Cleaning DAE meshes seems not to be working very well.

A note about error messages:
- Error messages saying it can't find presets, sim modifiers, BGEOs, DMaps, or BoneDeltas may or may not mean anything. In most cases it's caused by a custom preset or slider you used to have but have removed. The preset/slider reference may still be in the sim's data.
- Error messages saying it can't find a LRLE texture may or may not mean anything. Because of the workarounds used for CC makeup and skins the 'LRLE' texture may actually be an RLE.
- If the sim looks right, don't worry about the messages.

To-do:
- Fix pet collars and clothing to compress fur under them.
- See if normal and emission maps can be improved.
- See if skin details blending can be improved.

Please note the Collada DAE format will import into Blender with all skeleton and joint assignments intact. Unfortunately their importer will not keep the original normals. IMO in most cases that probably won't make a significant difference but the people who may use these meshes in Blender will have to determine that. Possibly they can export in both DAE and OBJ and transfer data in Blender.

Texturing and alpha transparency:
- Starting in version 2.3, textures are linked into DAE meshes and will be loaded automatically as long as the textures are in the same folder as the DAE. All you should have to do is change the Viewport Shading (next to the Mode selection) to Material.
- To make transparency work and to adjust shine:
-- If alpha hairs or other meshes that use alpha transparency aren't displaying correctly: After importing the DAE, expand the rig and select any mesh, click the Texture icon in the properties under the objects listing, select the first texture, scroll down to the Influence section, and under Diffuse put a check next to Alpha.
-- To adjust shine intensity: select a mesh and click on the Texture icon as above, then select the second texture (which should be the specular) scroll down to the Influence section, and under Specular change the Intensity number. Higher numbers = more shine.

Pictures include sims in SimRipper and in Milkshape. I'm hopeless in Blender but have managed to do a couple of screenshots.

If you're reporting a problem, please, please don't just say 'It doesn't work'. I need to see error messages, a description of the problem, pictures if possible, whether it's happening with all sims or certain sims. If you have an error message saying the tool can't read something, please post a screenshot of the message or the text. You can blur or edit any file paths that contain personal information. Please only include the first 10 lines or so in comments.

As of version 3.3, you can click the "Show Sim Troubleshooting Info" button and save a zip including the information and error listings and the CC resources the sim is using. Please upload this zip with your report of a problem, it'll save everyone a lot of time. PLEASE INCLUDE IT WHEN YOU POST SO I DON'T HAVE TO ASK.




Image and package handling is done with s4pi: https://github.com/s4ptacle/Sims4Tools

12/5/2021, Version 3.10.0.0:
- Overhauled treatment of the combination of a female top with a male bottom, to eliminate gaps at the waist under some circumstances.
- Overhauled the Sim Troubleshooting Info:
--- Now only saves the CC resources actually used instead of whole CC packages, drastically reducing the size of the zip in most cases.
--- Now includes the save game.
--- Now includes resources from expansion/stuff/etc. packs for testing purposes since I may not have the packs you're using.
- Fixed a bug causing some resources to not be readable under some circumstances.
- Error messages concerning failure to open or read packages are now more detailed.

Please note that you must upload a Sim Troubleshooting zip for EACH outfit you're reporting a problem with.

9/20/2021, Version 3.9.1.0:
- Added support for fingernails and toenails.
- Added options for alternate sort orders of skin details. If one's not working, try the others.
- Added buttons to save skin textures and clothing/makeup/hair/accessory textures separately.
- Added sorting of sims by first name and household as well as last name.
- Tweaked the texture sort order to include ordering by composition method.
- Restricted the sim troubleshooting info to the current outfit.

8/15/2021, Version 3.8.2.0:
- Another fix for skin detail overlays. This may be the best I can do in this area.

7/21/2021, Version 3.8.1.0:
- Fixes the issue of clothing textures appearing transparent in older save games, putting your poor sim in a skin suit.

6/17/2021, Version 3.8.0.0:
- Changed the order in which skin detail overlays are applied to fix some being hidden by others. If you still have disappearing overlays, please upload an example package.
- Will now read custom CAS modifier tuning, supporting enabling and tweaking of morphs.
- Added support for skin and makeup sliders.
- Added options for skin blending.
- Changed the preview to an orthographic camera.
Notes:
- SimRipper does not have the same limits as the game on what the color sliders can be used on, so if hue, saturation, brightness, and/or opacity have adjustment values in the save game those adjustments will be shown.
- Since I've never been happy with the skintone blending, I've added additional methods that you can choose. "Blend" is the old method which is almost unchanged. "HSV" retains color better with mid-tone skins but looks terrible with light skin. With "HSL" medium and light skins may look sallow or slightly bluish. Very dark skin looks almost the same in all three but may vary a little in brightness. There's also an option of whether to apply the overlaid "Colorize" color - with most skins this will make little or no difference.
- Using an orthographic camera instead of a perspective one should eliminate perspective distortion making noses, ears, etc. appear too big, and duplicate the view in CAS a little better.

5/11/2021, Version 3.7.0.0:
- Will now skip unreadable packages instead of crashing.
- Will now skip invalid bone assignments when converting to Collada DAE.
- Fixed glitches at hairline with some alpha hairs.
- Fixed very short hair disappearing when used with a hat.
- Fixed some CC with nonstandard vertex paint not morphing correctly.
- Added support for painted pet coats.
- Known problems:
---Textures not saving on some systems. Try saving them in another location.
---Alpha hair and eyelashes may not render correctly. I believe this is a rendering problem in Windows WPF and Blender since they show up correctly in Milkshape and look different in WPF vs Blender.

2/26/2021, Version 3.6.0.0:
- Fixed skins showing up bluish gray after the 2/25 patch.
- Changed how images are saved in hopes of fixing the GDI+ errors some users are getting.
- Fixed bug causing children and toddlers to appear pregnant if loaded after a pregnant adult.

1/16/2021, Version 3.5.0.0:
- Fixed layer order of face sculpt textures causing cheek and forehead sculpts to layer default or blank definition over the other features.

1/13/2021, Version 3.4.2.0:
- Fixed bug causing default replacement skin definitions to not show up.

1/10/2021, Version 3.4.1.0:
- Fixed bug causing some sims in HQ to look like monsters from hell and others to be missing makeup items like eyebrows.

1/6/2021, Version 3.4.0.0:
- Now supports the December patch.
- Added support for the LRLE image type. MAC makeup and all skin definitions should show up correctly.
- Updated the Sim Troubleshooting Info to include only the current outfit.
- PLEASE NOTE: MAKEUP AND SKIN SLIDERS ARE NOT YET SUPPORTED. You'll get the makeup/skin color but without any slider adjustments.

11/18/2020, Version 3.3.0.0:
- Added a button to "Save Sim Troubleshooting Info". This will let you save a zip file with the information and error listings and copies of all the CC packages used by the sim. You can then upload the zip to your comment reporting the problem.

11/17/2020, Version 3.2.0.0:
- Update to support new version of savegame data.
- Toddler eyebrows and other makeup textures along with the eye colors added in a patch are now included along with skin definition files. Most toddlers should show up correctly.

10/20/2020, Version 3.1.0.0:
- Bugfix for sims with alpha hair and no other alpha parts failing to save as solid and glass meshes and textures.
- Diffuse textures now blended with premultiplication to avoid blending artifacts on some parts.
- The preview will now reflect the different saving options, which handle the skin texture a little differently. This will make no difference in the majority of cases but sometimes may give you a more accurate idea of how it will look in Blender or other tools.

10/14/2020, Version 3.0.0.0:
- Lots of fixes for the Oct. 6 patch. This update has not been fully tested but I wanted to get something out there that's at least mostly working. Please report problems.
- Added option to save as solid and glass meshes and textures, like in older versions.
- Added option to save DAE meshes without linked textures.

8/30/2020, Version 2.3.3.2:
- Fixed bug causing textures to not save to some folders.

8/23/2020, Version 2.3.2:
- Fixed bug causing overlays to not appear. They still may be fainter than you expect.
- Bone morphs will no longer crash on faces with a zero length side.
- Fixed unevenness in long dresses and skirts with some morphs.
- Increased the precision of bone morph calculations. Much to my surprise, .NET uses different mechanisms for floating point arithmetic in 32-bit vs 64-bit, which apparently is why the MS3D meshes had the arms at the wrong angle in 64-bit but not in 32-bit. Using double precision has fixed that and may help with small rig errors a couple of people have reported.

8/18/2020, Version 2.3:
- Added HQ texture support.
- Textures are now linked into DAE meshes. Import the DAE and change the Viewport Shading to Material and you should see the model with diffuse and specular textures. See instructions above under "Texturing and alpha transparency".
- Some alpha hairs or accessories may not display correctly using the main diffuse texture if they've been uv-mapped onto face or body areas. In that case you can save a 'glass' texture which has no skin texture background and import it for your alpha mesh that's not looking right.
- Optionally meshes can be saved as one mesh or as multiple mesh parts, one for each part of the sim: head, hair, body, accessories, etc.
-- Separate mesh parts will show visible seams between parts because Blender doesn't import the normals correctly. You may be able to correct this by importing an obj of the same model and transferring normals as explained in the tutorial above.
-- Having "Clean DAE Mesh" checked and saving as a single mesh will in most cases give you a mesh with no visible seams.
- Fix for null reference exceptions affecting occult sims, possibly due to a change in the EA save game format.
- Various fixes.

7/26/2020, Version 2.2.2:
- Fix for new version of the CASP introduced in the Knitting patch.
- You can now select different bone sizes in Blender. A setting of 9 gives you pretty visible bones.
- This is an interim update to get the CASPs working again. Still working on separate part meshes, HQ support, and various fixes.

6/4/2020, Version 2.2.1:
- The June 3, 2020 patch seems to have changed the way makeup textures are compressed, resulting in eyecolor, eyebrows, lipstick etc. not appearing. This is an interim update which uses older versions of those textures. Any new makeup that came with the June 3 patch will not show up correctly.

5/31/2020, Version 2.2.0: (Yes, I messed up the version number.)
- Bone morphs are reworked to hopefully be more accurate in extreme morphs and scaling.
- The creation and save speed for Collada .DAE meshes is substantially improved.
- Uses a better folder browser for choosing paths in the setup.
- *known bug* Milkshape meshes have an error in the rig causing the arm bones to be positioned wrong. Collada DAE meshes seem to be fine.

2/26/20, Version 2.0.2:
- Failure to correctly read CASModifier tuning in countries that use a comma as a decimal marker has been fixed. This caused the modifiers not to be read, and is likely the cause of crashing when trying to load a sim.

2/23/20, Version 2.0:
- There are now three file paths that can be modified in Setup if needed: The path to the game files, the full path to the Mods folder, and the full path to the Saves folder.
- You can now filter the list of sims in a save game listing by species, gender, and age.
- There is now a button to save textures only.
- A missing Region Map should no longer cause crashing.
- Errors are now logged and can be displayed by clicking the Show Errors button.
- The listing of the sim's information (background info, morphs, CAS parts, etc.) is no longer shown in the tool but can be displayed by clicking the "Show Sim Information Listing" button.
- Duplication of sims' appearance, especially children and toddlers, has been improved by the inclusion of CAS Modifier tuning. (Thanks, Menaceman44!)
- Males in female frame now have flattened breasts when wearing female tops.
- Filling of the waist gap when combining female tops and male bottoms should now work correctly in all clothing.
- A pregnant morph can now be applied to cats and dogs.
- Tans and sunburns are now supported, with or without tan lines. (Tan lines must be created in the game.)
- The correct parts of pants should now be removed when combined with boots.
- I fiddled with the bumpmaps and emission maps, but I can't tell if it's an improvement.

1/23/20, Version 1.9.2:
- Fixed Collada DAE meshes exported on systems with languages that use a comma for decimals not importing the rig into Blender correctly.
- Fixed the teeth texture and made the inner mouth color more realistic.
- Tweaked skin colors a little.

1/15/20, Version 1.9:
- Animations should now work well in Blender.
- CAS parts using the SimGlass shader are now supported. They will be a separate mesh part within the Collada, OBJ, or MS3D file, and their texture will be exported to separate images named as Glass. At this time all glass parts will be combined into one mesh part. This will however affect only transparency hair in most cases.

12/18/19, Version 1.8:
- Bugfixes for locality differences.
- Skin details are now blended according to the composition method.
- Occult states added. Occult sims with an alternate form can now be put into that form.
- Pregnant sims will now have a pregnant morph applied, and a slider for pregnancy progress can make any sim appear pregnant. (Human sims only so far.)
- Improved appearance of light skin colors.

12/6/19, Version 1.7:
- Added more robust handling of errors in reading resources. If a resource can't be read, the tool will now tell you the resource type, tgi, and the package it's in; and ignore it.
- Now uses skintone settings for makeup opacity, so your sims should no longer look like they put blush and eyeshadow on with a trowel.
Tags: #TS4, #Sim, #Ripper

Operating System: Windows
Utility Type: Miscellaneous
Plugin Type: Not Applicable

You must have the expansion or stuff packs listed below installed to use this custom content. Please see the post text for any exceptions.

Sims 4
Key: - File was updated after upload was posted
Filename - Tip: You can click the magnifying glass to see the archive contents Size Downloads Date
TS4SimRipper_3_10_0_0.zip | Extract the folder and run TS4SimRipper.exe

Size: 2.45 MB · Downloads: 38,923 · 5th Dec 2021
2.45 MB 38,923 5th Dec 2021
TS4SimRipper Source 12-5-2021.zip | Source files, not needed to use the tool

Size: 2.87 MB · Downloads: 6,688 · 5th Dec 2021
2.87 MB 6,688 5th Dec 2021
Don't forget to Thank the creator after downloading! Use the Thanks button located above the screenshots above.
Basic Download and Install Instructions:
1. Download: Click the File tab to see the download link. Click the link to save the .rar or .zip file(s) to your computer.
2. Extract: Use WinRAR (Windows) to extract the file(s) from the .rar or .zip file(s).
3. Cut and paste the file(s) into your Mods folder
  • Windows XP: Documents and Settings\(Current User Account)\My Documents\Electronic Arts\The Sims 4\Mods\
  • Windows Vista/7/8/8.1: Users\(Current User Account)\Documents\Electronic Arts\The Sims 4\Mods\
Need more information?
  • Anyone can use both .rar and .zip files easily! On Windows, use WinRAR.
  • If you don't have a Mods folder, just make one.
 
1315 Comments / Replies (Who?) - 1226 Feedback Posts, 56 Thanks Posts
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Page 7 of 53
Ms. Byte
Original Poster
#151 Old 28th Dec 2019 at 8:27 PM
Quote:
Originally Posted by Flemmard
Blender 2.8 is a little less user-unfriendly but yeah .. its a pain in the ass.


Yes, THANK YOU.

Anyway, I finally found out how to switch into the dope sheet view, found the action editor, and selected my animation. Now I can't see the sim, she disappeared when I switched into dope sheet with Shift-F12 and I can't find anything to bring her back.

I give up for now. If anyone could post or link me to instructions that tell me how to play an animation showing every single thing I have to click or type like I'm a complete idiot, I'd really appreciate it!

Please do not PM me with mod, tutorial, or general modding questions or problems; post them in the thread for the mod or tutorial or post them in the appropriate forum.

Visit my blogs for other Sims content:
Online Sims - general mods for Sims 3
Offline Sims - adult mods for Sims 3 and Sims 4
Test Subject
THANKS POST
#152 Old 28th Dec 2019 at 10:13 PM
I need this program for sims 3 man. Lol
Ms. Byte
Original Poster
#153 Old 28th Dec 2019 at 11:47 PM Last edited by CmarNYC : 29th Dec 2019 at 12:47 PM.
Okay, I finally was able to see the dope sheet/action editor and the model at the same time. The dope sheet doesn't look like the example and I don't see any way to play the animation.

Edit: Success! Turns out I exported a clip the wrong way in the also confusing S4S interface and got a blank. Still doesn't seem to be any way to play the animation but I can scrub the timeline or dopesheet or whatever it's called.
Screenshots

Please do not PM me with mod, tutorial, or general modding questions or problems; post them in the thread for the mod or tutorial or post them in the appropriate forum.

Visit my blogs for other Sims content:
Online Sims - general mods for Sims 3
Offline Sims - adult mods for Sims 3 and Sims 4
Test Subject
#154 Old 30th Dec 2019 at 12:40 AM
Quote:
Originally Posted by CmarNYC
Okay, I finally was able to see the dope sheet/action editor and the model at the same time. The dope sheet doesn't look like the example and I don't see any way to play the animation.

Edit: Success! Turns out I exported a clip the wrong way in the also confusing S4S interface and got a blank. Still doesn't seem to be any way to play the animation but I can scrub the timeline or dopesheet or whatever it's called.


You can switch to action editor from the dope sheet tab. The play button is where the time line is. The space bar can help you search.
Make sure the rig is in pose mode, and not object mode.

I'll send you this blend file with the walk cycle
Screenshots
Download - please read all instructions before downloading any files!
File Type: rar a_CAS_loco_walk_feminine_medium.rar (1.45 MB, 13 downloads)
Test Subject
#155 Old 30th Dec 2019 at 12:44 AM
Quote:
Originally Posted by winter-soldier
Hello! so i tried to do this today but failed. I did everything you said but my models still have no texture. I added the diffuse map but nothing changed. Is it because I imported them as .obj files? thanks!


Which blender version are you using?
If it's blender 2.8, you have to do it differently. It requires you to enable the nodes on the texture first.
Ms. Byte
Original Poster
#156 Old 30th Dec 2019 at 2:19 PM
Quote:
Originally Posted by luvbunnyxx2
You can switch to action editor from the dope sheet tab. The play button is where the time line is. The space bar can help you search.
Make sure the rig is in pose mode, and not object mode.

I'll send you this blend file with the walk cycle


Thanks, I did figure out how to export the actual animation, that I switch animation views with the teensy button in the very bottom right corner, and that I have to switch back to timeline view to see the play buttons. Again, that's part of what I hate about Blender as a complete noob - invariably instructions and tutorials forget to tell you what view or mode you're supposed to be in and how to get into it because that's so basic, but the Blender UI is so user-hostile nothing in it is intuitive or obvious. I couldn't have done it at all without your instructions!

Anyway, progress! I thought this pic was funny - her legs are more or less right but her hands are wrong and she looks REALLY pissed off.
Screenshots

Please do not PM me with mod, tutorial, or general modding questions or problems; post them in the thread for the mod or tutorial or post them in the appropriate forum.

Visit my blogs for other Sims content:
Online Sims - general mods for Sims 3
Offline Sims - adult mods for Sims 3 and Sims 4
Test Subject
#157 Old 8th Jan 2020 at 5:06 PM
I get a "Can't find deformermap" error twice no matter what sim I attempt to load.

https://imgur.com/a/8XTDXtN
Ms. Byte
Original Poster
#158 Old 8th Jan 2020 at 7:07 PM
Quote:
Originally Posted by InternWaffle
I get a "Can't find deformermap" error twice no matter what sim I attempt to load.

https://imgur.com/a/8XTDXtN


This means SimRipper can't find a DeformerMap that's linked in your game files - a file that defines a morph. In this case it can't find the belly size DMaps that are used for pregnancy, which the program loads whether or not the sim is actually pregnant. If those are missing something may be wrong in your game.

Please do not PM me with mod, tutorial, or general modding questions or problems; post them in the thread for the mod or tutorial or post them in the appropriate forum.

Visit my blogs for other Sims content:
Online Sims - general mods for Sims 3
Offline Sims - adult mods for Sims 3 and Sims 4
Field Researcher
THANKS POST
#159 Old 14th Jan 2020 at 3:33 PM
oh my god. What a tool. This is incredible. Thank you :O
Ms. Byte
Original Poster
#160 Old 15th Jan 2020 at 10:54 PM Last edited by CmarNYC : 17th Jan 2020 at 5:39 PM.
Version 1.9 uploaded. I finally found how to calculate Blender's weirdo bone tips which fixed the animations, and simglass meshes are now treated separately with separate textures suitable for transparency.

Please do not PM me with mod, tutorial, or general modding questions or problems; post them in the thread for the mod or tutorial or post them in the appropriate forum.

Visit my blogs for other Sims content:
Online Sims - general mods for Sims 3
Offline Sims - adult mods for Sims 3 and Sims 4
Test Subject
#161 Old 17th Jan 2020 at 4:17 PM
helloo
i'm really sorry bc i'm dumb, but.. which format do i need to open the exported sim in blender and make him uh posing?
Ms. Byte
Original Poster
#162 Old 17th Jan 2020 at 5:17 PM
Quote:
Originally Posted by AlhenaS
helloo
i'm really sorry bc i'm dumb, but.. which format do i need to open the exported sim in blender and make him uh posing?


The Collada DAE format imports into Blender with the skeleton and bone assignment data needed for poses.

Please do not PM me with mod, tutorial, or general modding questions or problems; post them in the thread for the mod or tutorial or post them in the appropriate forum.

Visit my blogs for other Sims content:
Online Sims - general mods for Sims 3
Offline Sims - adult mods for Sims 3 and Sims 4
Test Subject
#163 Old 17th Jan 2020 at 8:03 PM
Quote:
Originally Posted by CmarNYC
The Collada DAE format imports into Blender with the skeleton and bone assignment data needed for poses.

oh thank u!
but here another promblem..
it's always like that when i import dae sim...
https://funkyimg.com/i/31t9V.jpg
i'm confused :\
Ms. Byte
Original Poster
#164 Old 18th Jan 2020 at 12:42 AM
Quote:
Originally Posted by AlhenaS
oh thank u!
but here another promblem..
it's always like that when i import dae sim...
https://funkyimg.com/i/31t9V.jpg
i'm confused :\


I'm confused too, that doesn't look like a sim mesh. Please explain EXACTLY what you're doing to get this result, step by step in SimRipper and Blender.

Please do not PM me with mod, tutorial, or general modding questions or problems; post them in the thread for the mod or tutorial or post them in the appropriate forum.

Visit my blogs for other Sims content:
Online Sims - general mods for Sims 3
Offline Sims - adult mods for Sims 3 and Sims 4
Test Subject
#165 Old 18th Jan 2020 at 5:32 AM
Quote:
Originally Posted by CmarNYC
I'm confused too, that doesn't look like a sim mesh. Please explain EXACTLY what you're doing to get this result, step by step in SimRipper and Blender.


I have the same results when importing DAE into Blender, tested on versions 2.81, 2.79 and 2.70. It appears that bones are veeery stretched out and some of them are missing (such as the three spine bones). This occurs only in Blender, while Noesis and 3DS Max 2016 can import models perfectly.
Ms. Byte
Original Poster
#166 Old 18th Jan 2020 at 7:57 AM Last edited by CmarNYC : 19th Jan 2020 at 3:39 PM.
Quote:
Originally Posted by SeriousNorbo
I have the same results when importing DAE into Blender, tested on versions 2.81, 2.79 and 2.70. It appears that bones are veeery stretched out and some of them are missing (such as the three spine bones). This occurs only in Blender, while Noesis and 3DS Max 2016 can import models perfectly.


Does this happen with all sims or only certain ones? Does it happen with sims not using any CC?

Edit: Did you try checking 'Import Units' in the Collada import options? What do you see if you make the rig invisible?

Please upload the DAE mesh you're trying to import.

Please do not PM me with mod, tutorial, or general modding questions or problems; post them in the thread for the mod or tutorial or post them in the appropriate forum.

Visit my blogs for other Sims content:
Online Sims - general mods for Sims 3
Offline Sims - adult mods for Sims 3 and Sims 4
Test Subject
DELETED POST
20th Jan 2020 at 8:42 AM
This message has been deleted by nicosimmernico.
Test Subject
#167 Old 20th Jan 2020 at 12:02 PM Last edited by nicosimmernico : 20th Jan 2020 at 12:51 PM.
Default Review and Texturing and Bone issues
Ok! Review Time. We've got goods and bads.
Upon start up, its a very slow one. I've had to right click and open the program in succession multiple times because it does not respond. Out of trying to "open" it over 20 times it finally opened with window. On another occasion, I tried to open it multiple times and I suddenly had 10 windows. Granted I'm giving the program 2-5 minutes in between each time I double click it open or manually right click it open. I have a high CPU and my laptop is a 64-bit so I know its not my laptop.

I've exported the model as a OBJ file. Imports perfectly in Blender 2.76. The diffused texture is perfect as well. Thank you for adding that feature. Downside is that there are no bones so I'll have to rig and weight paint the model manually BUT it might be an easy process if I pull a rig from the S4S base models. I am, though, pleasantly surprised that the eyes and teeth are there which are open for rigging. I'm thankful that her eyes weren't just flat sockets with painted eyes.

Now my problem or question comes to the DAE export. It imports well into Blender, but she has no texture and she's pure green with two bones. These two bones are her breasts and they pretty much stick out of her like nipples. Not a problem, I'll add bones later. I import the texture. Which despite everything I've tried, she's still green with the texture hiding under it. Can you please assist me in finding the problem?
Here is a picture of what I'm facing https://imgur.com/j7faFqx

All together, this is one powerful program and you, sir/mam, are a god.

EDIT
Ugh, ok so forget what I said about texture staying green. She looks fine rendered and with her material. She does have bones but they're so tiny I almost didn't see them. The only bones I saw were respectably her nips because they're big and stick out lol
But now I'm having problems even selecting her bones because they're so tiny. Any tips or ideas on how I could scale them up?

Edit...Again
Nvm. I figured it out.

No other problems with this program what so ever. THIS IS AMAZING! PURE GOLD! THANK YOU FOR THIS PROGRAM!

Edit.....LAST TIME I SWEAR
Why do they have so many targets and bones? Its pretty tough finding the bones I need. I'm sorry. I know I'm a spaz and I keep editing on my comment making it a mile long novel. For animating purposes, what would you suggest besides an IK rig. I know I need to make that and I don't want to ruin the mesh or the bones the way you have them set up upon export but there's too much going on. Sorry for bugging you.
Ms. Byte
Original Poster
#168 Old 20th Jan 2020 at 1:05 PM
Quote:
Originally Posted by nicosimmernico
Edit.....LAST TIME I SWEAR
Why do they have so many targets and bones? Its pretty tough finding the bones I need. I'm sorry. I know I'm a spaz and I keep editing on my comment making it a mile long novel. For animating purposes, what would you suggest besides an IK rig. I know I need to make that and I don't want to ruin the mesh or the bones the way you have them set up upon export but there's too much going on. Sorry for bugging you.


Thanks!

I have no idea why the program would be so slow to open unless your AV is blocking it.

I made the bones small in Blender to make the appearance similar to models exported from Sims 4 Studio. They're still visible, and I don't see the breast bones being so conspicuous. I export the mesh with the full set of bones in the skeleton. I could leave out the target slots etc. but I don't know enough about animation to know which ones would never be used. If someone experienced could explain it I could see what I can do. Similarly I don't know enough, especially about using Blender, to suggest anything to you.

Please do not PM me with mod, tutorial, or general modding questions or problems; post them in the thread for the mod or tutorial or post them in the appropriate forum.

Visit my blogs for other Sims content:
Online Sims - general mods for Sims 3
Offline Sims - adult mods for Sims 3 and Sims 4
Test Subject
DELETED POST
21st Jan 2020 at 9:50 AM
This message has been deleted by nicosimmernico.
Test Subject
#169 Old 21st Jan 2020 at 10:02 AM
Quote:
Originally Posted by CmarNYC
Thanks!

I have no idea why the program would be so slow to open unless your AV is blocking it.

I made the bones small in Blender to make the appearance similar to models exported from Sims 4 Studio. They're still visible, and I don't see the breast bones being so conspicuous. I export the mesh with the full set of bones in the skeleton. I could leave out the target slots etc. but I don't know enough about animation to know which ones would never be used. If someone experienced could explain it I could see what I can do. Similarly I don't know enough, especially about using Blender, to suggest anything to you.


Don't worry about it. I'm not an expert at blender but I'm experienced enough to make it work lol. The more I observe the mesh and the rig, the more I'm starting to understand all these targets and how they are quite beneficial. I'm getting some crazy ideas but do not remove the targets because I really think these can work to our advantages when parenting objects. You've done an amazing job. Its perfect.
Test Subject
#170 Old 21st Jan 2020 at 10:06 AM
Yup. Don't remove the bones or change anything. Its amazing. I've been messing around with it for a while before my last reply and just now I found a neat little trick XD THANK YOU FOR THIS SOOOO MUCH!!!!

I apologize for my previous comments. I spoke too soon.
Ms. Byte
Original Poster
#171 Old 21st Jan 2020 at 12:22 PM
Quote:
Originally Posted by nicosimmernico
Yup. Don't remove the bones or change anything. Its amazing. I've been messing around with it for a while before my last reply and just now I found a neat little trick XD THANK YOU FOR THIS SOOOO MUCH!!!!

I apologize for my previous comments. I spoke too soon.


Thanks!

Please do not PM me with mod, tutorial, or general modding questions or problems; post them in the thread for the mod or tutorial or post them in the appropriate forum.

Visit my blogs for other Sims content:
Online Sims - general mods for Sims 3
Offline Sims - adult mods for Sims 3 and Sims 4
Test Subject
#172 Old 22nd Jan 2020 at 7:01 PM
Quote:
Originally Posted by CmarNYC
Does this happen with all sims or only certain ones? Does it happen with sims not using any CC?

Edit: Did you try checking 'Import Units' in the Collada import options? What do you see if you make the rig invisible?

Please upload the DAE mesh you're trying to import.


Sorry for late reply, the problem still remains with "Import Units" checked, the mesh itself looks alright, has all UVs and even has references to those bones that aren't present in the rig, tested on both sims with and without CC.

Here's the DAE: https://www.mediafire.com/file/hmwq...kenSim.rar/file

As i said, it's only a problem in Blender, 3DS max imports models perfectly fine. TBH it looks like the problem with Blender Collada plugin.
Ms. Byte
Original Poster
#173 Old 22nd Jan 2020 at 7:14 PM Last edited by CmarNYC : 23rd Jan 2020 at 8:18 PM.
Quote:
Originally Posted by SeriousNorbo
Sorry for late reply, the problem still remains with "Import Units" checked, the mesh itself looks alright, has all UVs and even has references to those bones that aren't present in the rig, tested on both sims with and without CC.

Here's the DAE: https://www.mediafire.com/file/hmwq...kenSim.rar/file

As i said, it's only a problem in Blender, 3DS max imports models perfectly fine. TBH it looks like the problem with Blender Collada plugin.


The calculation I use for the bone tails, which are used only in Blender, is giving strange non-numeric results. Questions:

Are you using a custom rig?
What language do you use on your computer?
PC or Mac?

I'm seeing what I can find meanwhile.

Edit: I'm 99% sure it's a culture problem - the same one that always trips me up with languages that use a comma instead of a period for decimals. In this case the comma's encoded and seems to be either ignored or interpreted as a thousands separator, resulting in a number that's many times what it's supposed to be and that causes the huge bones. It also is probably causing errors that make some bones not load at all and/or have incorrect rotations that cause distortion in animations.

I've put in a correction; please test with the attached version.

Later edit: Test version removed, the fixes are included in V1.9.2 or later in the main download.

Please do not PM me with mod, tutorial, or general modding questions or problems; post them in the thread for the mod or tutorial or post them in the appropriate forum.

Visit my blogs for other Sims content:
Online Sims - general mods for Sims 3
Offline Sims - adult mods for Sims 3 and Sims 4
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