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Importing and applying custom normals
Part 1: Importing and applying custom normals.
While the Collada DAE format supports normals, Blender doesn't import them for some strange reason and instead smooths the mesh. The result usually looks good, but you lose some shading that was in the EA or CC original mesh. To work around this you can import an obj version of the same mesh and transfer the normals.
1. In SimRipper, export BOTH a DAE mesh and an OBJ mesh. WHEN EXPORTING DAE, UNCHECK THE 'CLEAN DAE' OPTION.
2. In Blender, click File / Import / Collada (default) (.dae) and select the DAE mesh. Then click File / Import / Wavefront (.obj) and select the OBJ mesh. The result may look a little strange because you've got two identical meshes overlapping.
3. Now look in the upper right corner for the Scene listing. Expand the 'rig' by clicking the little + in a circle next to it. You'll see there are two 'Jesminder Bheeda' meshes: the one on the top level is the obj mesh and the one under the rig is the DAE mesh. (The name will be the name of the sim you exported.)
4. If you hide one or the other mesh (click the eye icon) you can see the diffence in shading between custom normals (the obj mesh) and smoothing (the DAE mesh).
5. Select the DAE mesh by clicking on it in the Scene listing. Find the little wrench (Modifiers) icon in the line of icons right under the Scene listing. Click it. You should see an 'Add Modifier' button and a block under it for a modifier which is already there, for the rig/armature. Leave that one alone.
Click 'Add Modifier' and select 'Data Transfer' (You may have to expand the panel to see better.) For 'Source Object' select the obj mesh. Put a check next to 'Face Corner Data' and select Custom Normals. Next to Face Corner Data you have a selection of methods - I have the best luck with 'Topology' but you can experiment.
7. Click the triangle (Data) icon next to the wrench/modifier icon. Under 'Normals' put a check for 'Auto Smooth'. Scroll down, and under 'Geometry Data' click the + next to 'Add Custom Split Normals Data'. (It will change to 'Clear Custom Split Normals Data'.) This enables the mesh to accept custom normals.
8. Now go back to the wrench icon and in the data transfer modifier you added before, click the 'Apply' button.
9. Delete the obj mesh, and you're done!
You can also go the other way, and transfer the rig and bone assignments to the obj mesh:
http://sims4studio.com/thread/81/we...ransfer-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.
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