- Site Map >
- Modding and Creation >
- Sims 2 Creation >
- Object Creation >
- Object Creation - Meshing >
- Tipped chair (SOLVED)
- Site Map >
- Modding and Creation >
- Sims 2 Creation >
- Object Creation >
- Object Creation - Meshing >
- Tipped chair (SOLVED)
Replies: 8 (Who?), Viewed: 1925 times.
#1
26th Apr 2020 at 10:55 AM
Last edited by emmyjulia : 27th Apr 2020 at 9:25 AM.
Posts: 498
Thanks: 261 in 2 Posts
Tipped chair (SOLVED)
Hello guys!I decied to convert a chair from Ts4 and when I previewd it in SimPE the chair is tipping over. Laying on it's back. Why? I have never had this problem before with chairs. I tried the chair in game to and still the same. Did I do something wrong when I exported the mesh? I am pretty sure I didn't do anything beside the usual way.
Thanks in advance!
// Emmy Julia Sims //
Advertisement
#2
26th Apr 2020 at 2:36 PM
Posts: 12,844
Thanks: 3 in 1 Posts
It's probably a TS4 thing.
Make sure you match the placement of the chair with a TS2 chair in a meshing program, as the placement is different between the games.
Make sure you match the placement of the chair with a TS2 chair in a meshing program, as the placement is different between the games.
My site - TS2 baby stuff - ToU
My stories: Anna's diary - Memories are forever - Little Fire Burning
My stories: Anna's diary - Memories are forever - Little Fire Burning
#3
26th Apr 2020 at 3:57 PM
Posts: 7,885
Thanks: 204184 in 307 Posts
I don't think it's a TS4 thing, but rather the export/import settings on your mesh editor. It's been so long since I've changed the settings, but I know several of them swap x/y/z axis during import/export. If it sits properly on the "floor" in your mesh editor, then it's the export settings. Although, in TS2 dining chairs do not "sit on the floor" anyway.
Life Stories || EA Sims 2 Store Items || EA Pre-Order Incentives || Pet Stories || Dog Agility Items || Castaway Stories || Holy Simoly Add-ons || Overrides and Defaults
4esf Archive || Holy Simoly Archive || Sims2Artists || tumblr || CEP-Extras List || Buyable Game Ojbects
If you enjoy the content on s2a or GoS, consider donating to support hosting costs.
Life Stories || EA Sims 2 Store Items || EA Pre-Order Incentives || Pet Stories || Dog Agility Items || Castaway Stories || Holy Simoly Add-ons || Overrides and Defaults
4esf Archive || Holy Simoly Archive || Sims2Artists || tumblr || CEP-Extras List || Buyable Game Ojbects
If you enjoy the content on s2a or GoS, consider donating to support hosting costs.
#4
26th Apr 2020 at 4:24 PM
Last edited by simmer22 : 26th Apr 2020 at 4:43 PM.
Posts: 12,844
Thanks: 3 in 1 Posts
Could be it's exported wrongly from Milkshape (or Blender? Another program?), since the orientation shown in the GMDC dropdown list looks right (XZY).
Normally, the Y axis is up/down, and Z + X are out to the sides (one is left/right, the other is forward/back, I can never remember which is which). SimPE has Z as the up/down axis, Y replaces Z, and I think the X is reversed (so - instead of +). This can potentially cause some orientation problems if using the wrong settings or anything like that.
I assume you may be using S4Studio and that you've exported the mesh with Blender without taking it through Milkshape first (where you'd probably have seen the issue with the turned mesh). If so, make sure to use these settings:
(I'd guess including the orientation since that's giving you problems - these settings always work for me. You can also save them with the + icon so you have them ready the next time you're exporting OBJs)
The placement of chairs still may need to be fixed. TS4 chairs are placed at Z (Y) - 0, while TS2 chairs are placed below that (see attached pic).
Simple non-wall deco meshes can for the most part be used directly between TS4 and TS2 (basically, if you can put it on a table in TS4 it's probably fine), but anything interactable or placed on the wall, or with slots like tables, chairs, shelves, curtains, wall deco, etc. most likely need to be repositioned, or they will be in the wrong position or below the ground.
Normally, the Y axis is up/down, and Z + X are out to the sides (one is left/right, the other is forward/back, I can never remember which is which). SimPE has Z as the up/down axis, Y replaces Z, and I think the X is reversed (so - instead of +). This can potentially cause some orientation problems if using the wrong settings or anything like that.
I assume you may be using S4Studio and that you've exported the mesh with Blender without taking it through Milkshape first (where you'd probably have seen the issue with the turned mesh). If so, make sure to use these settings:
(I'd guess including the orientation since that's giving you problems - these settings always work for me. You can also save them with the + icon so you have them ready the next time you're exporting OBJs)
The placement of chairs still may need to be fixed. TS4 chairs are placed at Z (Y) - 0, while TS2 chairs are placed below that (see attached pic).
Simple non-wall deco meshes can for the most part be used directly between TS4 and TS2 (basically, if you can put it on a table in TS4 it's probably fine), but anything interactable or placed on the wall, or with slots like tables, chairs, shelves, curtains, wall deco, etc. most likely need to be repositioned, or they will be in the wrong position or below the ground.
My site - TS2 baby stuff - ToU
My stories: Anna's diary - Memories are forever - Little Fire Burning
My stories: Anna's diary - Memories are forever - Little Fire Burning
#5
26th Apr 2020 at 8:10 PM
Last edited by emmyjulia : 26th Apr 2020 at 8:34 PM.
Posts: 498
Thanks: 261 in 2 Posts
Thank you @simmer22 but I hade exactly these setting in blender when exportet and I also did take it through Milkshape. That's why I thought it was odd, never had it happen before.
And the picture shows the chair in Milkshape. So technically I only need to place the chair below Z(Y)-0? And how do I do that?
And the picture shows the chair in Milkshape. So technically I only need to place the chair below Z(Y)-0? And how do I do that?
// Emmy Julia Sims //
#6
26th Apr 2020 at 9:12 PM
Last edited by simmer22 : 26th Apr 2020 at 9:23 PM.
Posts: 12,844
Thanks: 3 in 1 Posts
Could just be a one-time bug. Maybe you clicked one of the boxes with the position without realizing. I've had lots of those moments with Blender...
I assume you've made a TS2 chair mesh file with the Object workshop in SimPE?
If so, export that original mesh, import it into Milkshape, and adjust the TS4 chair so it fits within the position of the TS2 chair. I think it works fine for chairs to just move it down, but for certain objects you may have to do some manual adjustments in addition to positioning, like lengthening/shortening pieces of the mesh. Depends on what you're making, really. When you're happy with it, save the file as a Milkshape file (so you can more easily do adjustments later). Then delete the TS4 shadow (use the TS2 one, due to better mapping and fewer polys) and the TS2 chair, and export the mesh. Now it should be fine to import into Milkshape.
If you meant how to move the mesh (in Milkshape), in the "Group" tab, click the groups you want to select and click the "select" button below (select them one by one, they'll light up in red), then click the "Model" tab and the "move" button, and use one of the side views to move it up and down. You can limit constraints to just the Y by clicking the X and Z buttons under "move options" (active ones are blue, deactivated ones are white).
I assume you've made a TS2 chair mesh file with the Object workshop in SimPE?
If so, export that original mesh, import it into Milkshape, and adjust the TS4 chair so it fits within the position of the TS2 chair. I think it works fine for chairs to just move it down, but for certain objects you may have to do some manual adjustments in addition to positioning, like lengthening/shortening pieces of the mesh. Depends on what you're making, really. When you're happy with it, save the file as a Milkshape file (so you can more easily do adjustments later). Then delete the TS4 shadow (use the TS2 one, due to better mapping and fewer polys) and the TS2 chair, and export the mesh. Now it should be fine to import into Milkshape.
If you meant how to move the mesh (in Milkshape), in the "Group" tab, click the groups you want to select and click the "select" button below (select them one by one, they'll light up in red), then click the "Model" tab and the "move" button, and use one of the side views to move it up and down. You can limit constraints to just the Y by clicking the X and Z buttons under "move options" (active ones are blue, deactivated ones are white).
My site - TS2 baby stuff - ToU
My stories: Anna's diary - Memories are forever - Little Fire Burning
My stories: Anna's diary - Memories are forever - Little Fire Burning
#7
27th Apr 2020 at 9:24 AM
Posts: 498
Thanks: 261 in 2 Posts
Thank you so much @simmer22!
I did redo all the steps + lowered the chair in Milkshape with a TS2 Chair mesh and the chair works perfectly fine in game know
I did redo all the steps + lowered the chair in Milkshape with a TS2 Chair mesh and the chair works perfectly fine in game know
// Emmy Julia Sims //
Scholar
#8
27th Apr 2020 at 1:28 PM
Posts: 1,055
Quote: Originally posted by simmer22
Normally, the Y axis is up/down, and Z + X are out to the sides (one is left/right, the other is forward/back, I can never remember which is which). SimPE has Z as the up/down axis, Y replaces Z, and I think the X is reversed (so - instead of +). This can potentially cause some orientation problems if using the wrong settings or anything like that. |
Back when computer graphics was 2D Y was up/down and X was left/right. 3D introduced Z for forwards/backwards and all 3D programs that I'm aware of retain that use of XYZ except SimPE which is totally messed up.
#9
27th Apr 2020 at 3:51 PM
Posts: 12,844
Thanks: 3 in 1 Posts
Oh, I know all about SimPE making a mess out of the XYZ. One word: Slots. Dfficulty level: Rotated and moved slots, on a n animated mesh that already had everything rotated 180 degrees to start with (had a fight with that particular project a while back)
But it's a good way to remember which one is the 3D one. X=horizontal (flat/1D), Y=vertical (2D), Z= the one that enables 3D.
Except for SimPE. That one doesn't make much sense...
But it's a good way to remember which one is the 3D one. X=horizontal (flat/1D), Y=vertical (2D), Z= the one that enables 3D.
Except for SimPE. That one doesn't make much sense...
My site - TS2 baby stuff - ToU
My stories: Anna's diary - Memories are forever - Little Fire Burning
My stories: Anna's diary - Memories are forever - Little Fire Burning
Who Posted
|