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#1 Old 25th May 2015 at 11:43 AM
Default Belnder objects into sims 4?
Hello. i am new at making my own custom contact.
When i am done whit a example a object in blender how am i suppose to get the object into sims 4? What format should i export the object in? Am i suppose to export the object and open it in tsr workshop or sims 4 studio and then export the object to package format? Or what?
When i try to open the obj file in tsr worksop i get a error that says "Index was outside the bounds of the array" and i dont understand what that mean and when i try to open the blend file in sims 4 studio the program dosent protest but when it loded done i cant see the object?
i am really confuset.
Pettifogging Legalist!
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#2 Old 25th May 2015 at 12:02 PM
When you use TSRW, you need to import your obj into Milkshape, do your bone assignments there (since the obj format doesn't contain them) and export as wso. That you can import/export in TSRW.

.obj import isn't implemented in TSRW (not for TS4 at least) -- I believe the option is for TS3 items, perhaps.

Stuff for TS2 · TS3 · TS4 | Please do not PM me with technical questions – we have Create forums for that.

In the kingdom of the blind, do as the Romans do.
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Original Poster
#3 Old 25th May 2015 at 12:38 PM
Quote: Originally posted by plasticbox
When you use TSRW, you need to import your obj into Milkshape, do your bone assignments there (since the obj format doesn't contain them) and export as wso. That you can import/export in TSRW.

.obj import isn't implemented in TSRW (not for TS4 at least) -- I believe the option is for TS3 items, perhaps.


Ok thanks. Exactly what is bone assignments ? like i said i am new at this.
When i am done in tsr workshop do i then export it as a package file then and just lay it in the mod folder?
Pettifogging Legalist!
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#4 Old 25th May 2015 at 12:53 PM
Objects have joints/bones, which ones exactly depends on the object -- what's always present is the root/transform bone for moving it around. What I usually do is export the high detail mesh as wso first (you can also use a different one, the bones are the same in all LODs), open that in Milkshape to see the bones and which vertices are assigned to which (usually its just that one bone that everything is assigned to), delete it (this only deletes the mesh, not the bones) and then import the .obj .. go to the Bones tab, select "Select Unassigned", click "Assign".

You can export directly to your mods folder too if you prefer that.

See also the basic instructions here: -- http://forums.thesimsresource.com/i...t-instructions/ -- I haven't checked for other / more detailed instructions, they would probably be in the same forum or linked from the download page.

Stuff for TS2 · TS3 · TS4 | Please do not PM me with technical questions – we have Create forums for that.

In the kingdom of the blind, do as the Romans do.
Lab Assistant
#5 Old 26th May 2015 at 11:53 PM
What you need to do is to export an original maxis model from Sims4Studio and then edit it with Blender. As pbox said, the bones must be assigned.
Mad Poster
#6 Old 27th May 2015 at 11:04 AM
If you decide to try doing it with Sims 4 Studio, use S4S to clone a TS4 item of a similar type to yours, and export the TS4 item's mesh, which exports in .blend format.

Putting it in a very basic nutshell, you open the .blend in Blender and import your .obj mesh into the scene, line your .obj up with the original object to position it in the right place, 'Grab' the original object and lift it up out of the way, 'Join' the original and new objects, and delete the original one. To assign weights, go into Edit mode, click the downward-pointing triangle symbol near the middle of the right-hand menu, press A to highlight your new mesh, click 'TransformBone', then 'Assign' in the Vertex Groups section of that menu. (Most TS4 objects only use one bone, 'TransformBone', but some use one or more others depending on extra functions they might have.)

There's a tutorial that covers the process step by step here: http://www.sims4studio.com/thread/8...ackage-existing
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