View Full Version : BodyMorphMaker - beta test software
CmarNYC
2nd Nov 2009, 03:36 AM
This is a new, GUI version of the program I wrote to make new BGEO files from morph meshes. To install: extract BodyMorphMaker.exe and salflibc.dll to whatever folder you want, keeping them in the same folder, then run the executable. There's an info/disclaimer screen that displays for a couple of seconds saying that the personal version of the platform I used is not free for commercial or research purposes.
To use; open the program, wait for the startup screen to go away. Fill in some information for the morph. The "CAS part morph name" should be the name of the outfit plus the morph tag - if making new custom clothing use a custom name, for example "afBodyShirtLong_cmar_special". The same instance ID is used in the game for the bblend, BGEO, and VPXY for each morph, and you'll need one to make a BGEO. If you intend to make a VPXY file you'll also need to fill in the group ID and give each morph mesh a unique instance ID.
In the morph GEOM files section, select your morph meshes for each LOD. If there's more than one mesh for a LOD, they should be entered in order: first the basic mesh, then the "-1", "-2", etc. I've never seen more than three meshes per LOD and that's all this program will handle at this point.
You can optionally save the setup as a project by clicking File and then Save. This can obviously be helpful if you need to test and make changes.
When you're ready, click the "Create BGEO" button at the bottom. The program will create a BGEO file named appropriately for import into a package using S3PE. If you're curious, you can click View and get information about the BGEO file (how many vertices in each lod, how many changed coordinates in the morph) and/or a text file with the full data. Same for GEOM files.
You'll also see a button to create a VPXY file - as far as I can tell the game doesn't actually use the morph VPXY or the morph meshes it links to, certainly if you change them and don't make a new BGEO the changes don't show, but it's strange that the game files include them anyway so BodyMorphMaker includes the ability to optionally make a VPXY just in case.
And there's a button to create a new BBlend file linking to the BGEO if you need one. In the next version of BodyMorphMaker I intend to include a simple CASpart editor to allow you to put links to new BBlends in.
Below you can see a screenshot of the BMM screen and of a pregnant morph I did today using it. The morph works, but the clothing only showed up for my pregnant Sim once in about a bazillion tries, even though I selected it as sleepwear first. Argg.
Anyway, feedback and bug reports are welcome. :)
Edit to add a link for Wes's Autonumber plugin tool for Milkshape. It's in reply #17 along with an explanation of what it does.
http://www.modthesims.info/showthread.php?p=2864613#post2864613
** 11/5/09: Update to fix bug in bblend file generation.
** 12/4/09: Update - added FNV hashing, CAS file editing, and various tweaks.
** 12/16/09: Increased range and flexibility to handle higher vertex numbers for shoes and custom body parts.
** 12/19/09: Fixed bug in CAS edit tool when used with CTU CAS files.
***** Download removed. Please go to this thread (http://modthesims.info/download.php?t=387348) to get the latest version of MorphMaker, which combines the functions of BodyMorphMaker and FaceMorphMaker.
BloomsBase
2nd Nov 2009, 12:13 PM
Excellent!!
Thank You!!
Tantra
3rd Nov 2009, 09:49 PM
Thank you!!! :bunny:
This version is much more handy than previous one:D
I successfully made a fat morph for a child female bottom yay!
Btw, any suggestions regarding starting value for running Wes_h's AutoNum? I've noticed it does matter with what number you're starting... Need to use number that won't overlap other parts such as top, face and even hair
Hrm, maybe I'd better ask Wes, though maybe you have some observations regarding this?
CmarNYC
3rd Nov 2009, 10:32 PM
Thank you!!! :bunny:
This version is much more handy than previous one:D
I successfully made a fat morph for a child female bottom yay!
Btw, any suggestions regarding starting value for running Wes_h's AutoNum? I've noticed it does matter with what number you're starting... Need to use number that won't overlap other parts such as top, face and even hair
Hrm, maybe I'd better ask Wes, though maybe you have some observations regarding this?
Glad you like it, and I'm very glad you've been able to use it successfully!
Hmmm... What I've seen in the game meshes is a starting vertex number of 0 for faces, 5000 for tops and whole-body meshes, and 15000 for bottoms. That makes sense if numbers start with the face and don't overlap. I've never looked at hair meshes. You can use the GEOM viewer in BMM to check starting and ending vertex numbers in meshes.
WesHowe
3rd Nov 2009, 11:02 PM
And 30,000 for shoes, it seems.
But what I know came solely from observation of how EA meshes were built.
BloomsBase
3rd Nov 2009, 11:59 PM
Also the toddler uses another range if i remember correct
I haven't come up with a complete custom mesh yet....it is so much work! :(
You need to make atleast 12 meshes, create the Bgeo's etc... :blink:
Tantra
4th Nov 2009, 01:05 AM
CmarNYC, WesHowe, acknowledged, thanks! :report:
Base1980, toddlers don't have morphs, thanks god :D
And yeah, theres hell lot of work with all those morphs and lods and so on... that's why i started from children, they have just fatness slider :D
CmarNYC
5th Nov 2009, 01:11 PM
Anyone making bblend files, please re-download - there was a bug.
himitsu
13th Dec 2009, 04:44 AM
I love this! But, I can't get it to work.
I think I'm missing something. Could someone who has it working give more detailed instructions?
I either get nothing, or the game partially freezes (the sim can't change, then game loads endlessly when trying to change anything other than the clothes)
As stated above, I think I'm not getting something right.
CmarNYC
13th Dec 2009, 05:08 PM
Did you try the tutorial for making a pregnant morph? It's the same process for any of the other morphs.
himitsu
13th Dec 2009, 07:00 PM
Yep, I went over it, but there weren't enough details for me to follow.
I tried to make a fat morph so:
-I put amBottomPantsLoose_athletic_fat for the cas part morph name
-Used the hash generator for the instance and group ID
-I used s3pe to extract the morphs amBottomPantsLoose_athleticathletic_LOD1_fat, amBottomPantsLoose_athleticathletic_LOD2_fat, amBottomPantsLoose_athleticathletic_LOD3_fat, and the CASP amBottomPantsLoose_athletic
I mostly guessed through the rest of this, so I was probably incorrect.
I generally only work with lod1 files, so I only modified amBottomPantsLoose_athleticathletic_LOD1_fat. Do I need to change LOD2_fat and LOD3_fat also?
-I uploaded amBottomPantsLoose_athleticathletic_LOD1_fat under LOD1, amBottomPantsLoose_athleticathletic_LOD2_fat under LOD2, and amBottomPantsLoose_athleticathletic_LOD3_fat under LOD3.
-Then I clicked 'Create BGEO'
-Clicked 'Create Blend'
-Clicked 'Edit CAS part file' and uploaded amBottomPantsLoose_athletic, I clicked 'Link to Project Bodyblend' under the 'fat' heading. I left the others alone
-I saved the CAS part file and then closed
-I then used s3pe to upload the BGEO, BBLEND, CASP, amBottomPantsLoose_athletic_lod1, amBottomPantsLoose_athleticathletic_LOD3_fat, amBottomPantsLoose_athleticathletic_LOD2_fat, and amBottomPantsLoose_athleticathletic_LOD1_fat.
himitsu
13th Dec 2009, 07:15 PM
I figured it out, I think I was overdoing it before!
Thanks! I'll leave a message if I run into any other problems. This is a great program!.
CmarNYC
14th Dec 2009, 01:35 AM
What I notice in your description of what you did was that you used the same name as the game clothing for the CAS part morph name. If you used that to generate your instance ID, you got the same instance ID as the game clothing and would have generated files that would override the game files. If you intended to do a default replacement with the lod1 fat morph altered, it looks like you did it right.
If all you need to alter is lod1, you still need to load the original lod2 and lod3 morph meshes into BMM in order to get a complete BGEO. Otherwise you'd get no fat morph in lod2 and lod3.
But I see you've solved the problem yourself so this may not be relevant. :)
BloomsBase
16th Dec 2009, 02:08 AM
The "CAS part morph name" should be the name of the outfit plus the morph tag - for example "afBodyShirtLong_special". The same instance ID is used in the game for the bblend, BGEO, and VPXY for each morph, and you'll need one to make a BGEO.
This is the name of the custom mesh or do i use the original meshname i cloned it from?
If you intend to make a VPXY file you'll also need to fill in the group ID and give each morph mesh a unique instance ID.
Were do i find the group ID, is it the instance ID when i view it in CTU?
Then again, do i use the basegame one or the one CTU has given me for my custom mesh?
thnx!
CmarNYC
16th Dec 2009, 01:31 PM
This is the name of the custom mesh or do i use the original meshname i cloned it from?
Use your own original name - for example "afBodyShirtLongBASE_special". Sorry this is kind of misleading in the instructions - I'll change it.
Were do i find the group ID, is it the instance ID when i view it in CTU? Then again, do i use the basegame one or the one CTU has given me for my custom mesh?
thnx!
Again, it should be the group ID for your custom mesh, not the original. Just open the package CTU created with s3pe (or whatever) and look for the group ID of the base clothing meshes.
I'm starting to think for the next version of BMM I should look into editing CTU packages directly and try to automate this process a little better...
BloomsBase
16th Dec 2009, 01:59 PM
Thank you very much!!
Cant wait to see the results :D
BloomsBase
17th Dec 2009, 01:17 PM
I am srry to bother you again but i cant get it working.
A cloned outfit with CTU has the correct Blend files in it correct?
I do not need to change the group ID number of those files?(there all 000 )
I just need to make new Bgeo files and add them to the package, fix the the instance ID and fix the link in the Blend file?
Somehow the linking get screwed, i lose the linking to the original basegame Bgeo but no signs of the new Bgeo. :(
I have this option in the blend file that allows me to view the Bgeo but it cant find the file......
And do i need to include the morph files in the package?
CmarNYC
17th Dec 2009, 05:02 PM
A package created with CTU will have blends linking to the original clothing BGEOs. You could extract those blend files and change the links, but it's easier to use BodyMorphMaker to make a new blend and to edit the CAS file to point to it:
Generate a BGEO and a Bblend with BMM, with your custom instance ID.
Click the 'Edit CAS file' button and open the CAS part file extracted from your CTU package.
Click the button to link whichever morph you're working on to the Bblend file you just made, and save.
As I've said before, I've had a problem importing files into CTU packages - you might or might not have the same problem. For now I advise extracting everything from your CTU package and importing them into a new package. Replace the CTU Bblend for your morph with the one you made, import your BGEO, and that should do it. You can optionally also create a VPXY for the morph and include that and your morph meshes.
You've given me more ideas on automating this process and integrating it with CTU, though. I'll be on vacation for Christmas starting this weekend (yay!), so should have a little time to put into it.
BloomsBase
18th Dec 2009, 03:05 PM
Thank you, ill try to finish one before you come back :D
Have a great vacation!!
Edit,
Yay, i am almost done.
I just have a small question.
When making the bodymorphmaker did you have to set how the morphs interact with eachother?
I have a issue were the morphs do not interact the same way as the originals gamemorphs do.
With fullbodymorphs this is hardly viseable but with this top(yes it is) the morphs start clippin at some points with the original game nude/undiebottom.
When using the the top slider only i have no problems(bottom slider must be central)
And vice versa neither(top slider must be central)
The moment i use both things go wrong.....
I made the morphs with the correct morph bottom in the background as reference mesh, so vertice/face position come close and i updated all boneassignements so they match.
I know this can work as i did so many times with sims 2 alphameshes.
Edit,
I rescaled the thin and fit mesh a little bigger then planned and the clippin is gone but i am not completly satisfied with it.
Thinking about it this could also be caused by the difrent skeletons used.
BloomsBase
19th Dec 2009, 03:18 PM
Another thing i want to add :)
I use Postal to add additional files and such and when adding the new Bgeo's i also had to fix the blend files.
Instead of deleting the blend files CTU created i loaded the ones made with BBM in the HEX tab of those.(i made the Bgeo and blend files with the instance ID i found in CTU)
And all worked fine! :)
This is by far the most easiest way not?
And thank you again for making this program!!!
CmarNYC
19th Dec 2009, 07:12 PM
Yes, I'm also thinking for CTU users it would be easier for BBM to modify the blend files instead of the CAS file, and best of all if it can do it in the package with no extraction. Should be pretty easy since the file size is not changed.
For your previous question - no, I didn't do anything to affect interaction between the morphs, and I don't know of any way they directly interact. They will be added together if you're using both fat and fit or whatever combination. Interesting that you had clipping - is it of the mesh or the texture? The only thing I can think of besides the skeletons is the 'bounding box' in the clothing VPXY?
And you're welcome of course!
BloomsBase
19th Dec 2009, 08:16 PM
When making the morphs for the dress i had the bottommorphs in the background as the dresstop covers the waist and pelvis of the bottom.
That way i could give the dress exactly the same shape as the bottom, and copy the bones.
When using the fat/thin slider ingame the bottom and dress moved simultaneously.
But the moment i also used the fit slider things went wrong, it looked liked if the fat and thin morph of the dress stopped earlier at the edges and then the bottom popped through it.(if that makes sence....)
I was so exited to make it work so i made the fit and thin morph a bit bigger then they should be and that solved my problem...
I do have a few screenshots from a early attempt wich shows wat i mean but those were caused by a wrong Bgeo and are very exaggerated.(the fat morph is missing in it, but the error is kinda the same..)
CmarNYC
20th Dec 2009, 01:45 PM
LOL, I see! Would be interesting to see a pic with only the fat slider maximized. Combining fat and fit would give you a bigger Sim than either one alone, but clearly in this case only the bottom mesh was morphing fat.
It's working now?
BloomsBase
20th Dec 2009, 02:53 PM
yes, but not the way i had it in mind, im a perfectionist when it comes to meshes.....:)
I had another outfit(bra/nipples) wich also heavily deformed.
Almost start to think you can not rotate rows of faces/vertices as that is wat i roughly do sometimes before finetuning a morph.
Parts(vertices) between the basemesh and the morphs that are moved in a straight line(X.Y.Z.) are morphing fine but parts that are moved in a kinda curve/angle of eachother give problems.
Hope this makes sence.....
Will upload the outfit on SS2 as it is to naughty :D
CmarNYC
21st Dec 2009, 02:00 PM
If you're trying to move vertices in a curve for a morph I can see that won't work - the morph is just a direction and a distance to move the vertex so it's going to move in a straight line. Moving at an angle should work as long as it's a straight line.
Looking forward to seeing the outfit! :)
BloomsBase
21st Dec 2009, 03:06 PM
yes, i am almost sure that is wat i did wrong.
Uploaded, just waiting for aproval. :)
Rez Delnava
29th Dec 2009, 11:42 PM
Cmar: as you know, I've been working on making sliders from DBCAB's male default-replacements meshes, and I've come to a bit of a snag.
I created new base-meshes, default morphs(fit, fat, thin, special), and new slider morphs for Teen through Elder males. When I create the sliders for an individual age group using BMM and Delphy's Slider template tool, they work wonderfully. But when I tried using BMM and putting the three age-groups into a single slider, things go wonky. When all three morphs are put into BMM and put to a slider, it looks like the slider is referencing the default locations of vertices for all three base meshes.
I would assume this is to do with BMM only outputting a single section to the BGEO file, whereas FMM would output a different section in the BGEO for each age group?
Is there any way for functionality of both your morph-makers to be merged? I.E. is there a way to create a morph maker that would be capable of making BGEO files that link to individual age/genders like FMM, have the high vertex number/VertID limit like BMM, and have a full LOD spread (LOD0-LOD3)?
I know its asking a lot, and I'm probably one of very few modders who would use features like the ones I'm asking, but it would be a very powerful tool, capable of making some fun stuff.
Also, as you expressed interest in the project before, I have a full set (16 sliders) of fully functioning adult male, default-replacement bottom sliders if you would like to test them out.
CmarNYC
30th Dec 2009, 01:16 PM
Rez: Sounds like you've made great progress!
You're correct, BMM specifically does body morphs which are constructed to operate within the parameters of the four game body shape morphs, and can only take one age/gender.
Your idea of merging them is very intriging. Since 'face' morphs can also be applied to body parts :D the body morph maker is really a subset of the face morph maker. As it happens, right now I'm working on a new version of FMM to include all the morphable face files, and BMM's original functionality could be fit into that pretty easily - the user would simply add in only the meshes for one age/gender, lods 1-3 instead of 0-2. Ultimately this would also reduce my 'workload' since I'd have only one program to update and maintain instead of two with a lot of very similar code.
Your timing is perfect - I'm going to go in that direction and hopefully have a Universal Morph Maker ready for release by the end of the weekend!
And yes, I'd be curious to see what you've done so far. :)
Rez Delnava
30th Dec 2009, 11:29 PM
Thats great news. I'm looking forward to it, but take your time; the various breaks I took from working on the morphs gave me time to discover the TONE file, do some UI mods, and start a re-write on the UI.dll, so who knows what additional damage progress I can do for modding with a longer break :lol:
CmarNYC
1st Jan 2010, 10:09 PM
Here's a rough draft of the new combined MorphMaker. Needs a lot more testing but the BGEO and blend creation should be working. You'll see the interface looks quite different, but it should read slider (FMM) project files okay. BMM project files will also read but you'll have to reload the meshes. Let me know if you have problems - you'll be helping me with alpha testing. :)
***** Download removed. Please go to this thread (http://modthesims.info/download.php?t=387348) to get the latest version of MorphMaker, which combines the functions of BodyMorphMaker and FaceMorphMaker.
Rez Delnava
2nd Jan 2010, 01:24 AM
Excellent! I just tried making a combo body morph, and it works perfectly for BGEOs and Blends.
There were some things I noticed, the first was that the Hair button was not working, but I assume that is a future release. The second one was that when you click the buttons for importing the geoms, the title bar in the file-browser lists LOD1-LOD4 (i.e. when you click an LOD0 button, the title bar says LOD1, etc.).
I would also suggest, since for clothing YA and Adult use the same meshes, that a 'Copy to Adult' button be added for the YA section.
There was one other thing I noticed, but it may just be my computer since its been on for 4 days without a restart, that when making BGEOs and Blend files for sliders, that it would not produce multiple sets at once, and I was forced to restart the app in order to produce more than one set.
I will continue testing later this evening.
CmarNYC
2nd Jan 2010, 02:11 AM
the Hair button was not working
You're absolutely right, that button is just there as a marker. I don't even know yet whether the hair morphs work differently from the clothing.
the title bar in the file-browser lists LOD1-LOD4
Oops. Will be fixed in the next version I post.
a 'Copy to Adult' button be added for the YA section
In the game there are no YA clothing meshes, so I assumed people will just work with adult clothing and intend to put a note to that effect in the help/instructions when I write them. The distinction is kind of meaningless, anyway - all the clothing (that I've seen) has the same age/gender flags and the classification in CAS determines for what age it shows up. So you get the same morph files whether the meshes are imported as YA or A.
Edit: and I just realized you probably meant slider meshes instead of clothing. I'm a little hesitant to add a copy function - while the same meshes are used for the YA and A bodies, the meshes for the face are different. Could be confusing, but I could put a prominent warning, I guess. Thanks for the suggestion!
it would not produce multiple sets at once
Are you starting a new project between sets, or opening a saved project? Either will clear out the variables - carried-over variables are the only reason I can think of for this to happen.
Thanks for the feedback and I'm glad the main functions are working! :)
BloomsBase
10th Jan 2010, 07:26 PM
Hey,
Love BMM, so much fun and easy to work with!! :up:
Just a small question regarding the numbering of the vertID's.
Have you ever tried using diffrent numbering then the game uses?
The reason i ask is that when i make accesoires(bodyparts) that need to move along with either top/bottom or fullbodymeshes your program(or game limitations) force me to use 5000(tops) 6000(fullbody) game ranges. wich will result in duplicate vertID's when using them on existing meshes thus distortions....
I tried numbering from 100 and up but that didn't work.
At this point i am using a range between 7500 and 8000 to stay away from the existing vertID's but the more custom stuff will be released the more a problem this is going to be.
I hope i could make myself understandable as english aint my home language....:)
So could you program BMM so other ranges can be used or can we only use the ranges that came with the game?
Using other ranges gives me a BMM error when making the Bgeo.
Rez Delnava
10th Jan 2010, 09:31 PM
The most recent versions of BMM, and the Alpha version of Morph Maker both are capable of VertIDs much higher than the game normally uses. As of now, I have created meshes and custom morphs with vertIDs in the 50,000-60,000 range; the game handles these just like any other mesh.
About the error, one thing I would recommend is to make sure that you have BMM updated to the most recent version; earlier versions of BMM only allowed VertIDs up to 25,000, and would give an error if VertIDs were numbered above that. Another common issue when making Bgeo is that the mesh used is not an actual morph, so double check the comment in Milkshape to make sure that the only thing is the morph tag.
If neither of the above help, then post the error message in a comment here using the [ spoiler] tag.
P.s. If the bodypart you mentioned is the morphable Crammy you mentioned on the ISA forum, I look forward to the competition. I also look forward to seeing whatever the legendary Bloom makes (Thanks for the sexy feet!)
CmarNYC
10th Jan 2010, 09:43 PM
Base, have you tried using MorphMaker, which I posted a few replies up from here? It's more flexible and should be able to handle any range of vert IDs as long as they're sequential in the mesh. (Don't start with 200 and then skip to 50000 in the same mesh, for example. That probably wouldn't work for the game anyway.)
Of course, it's also possible the game won't recognize anything under 5000 for clothes, or won't morph the accessories at all. I seem to remember none of the game accessories have vertex numbers and therefore don't have morphs. I haven't tried that particular experiment yet myself and am eager to know what results you get.
If you still get an error from MorphMaker, please post the error text.
BloomsBase
10th Jan 2010, 10:43 PM
Going to try that version, thank you!
Yes, i once started with 100, that gave me a error...
But besides that morphing accesoires works perfect as long as you assigne the vertID's and change the format to 7 or 8 instead of 6.
Or, wich is often easier...you use a bottom or top and make it a accesoire
the only thing that causes trouble are duplicate vertID's
even assigning the skintone to accesoires is now possible, wich wasn't with sims 2.
I would love to show you some results but its all adult related(male parts/piercings etc...)
Will pm you when some of it is online!!
CmarNYC
11th Jan 2010, 01:45 PM
Thanks for the info - I'd love to see some of your stuff when you're ready. I've been thinking about trying to make translucent shirts and pants which show the body underneath, and it sounds possible from what you say.
BloomsBase
11th Jan 2010, 02:32 PM
I have made many of those for the sims 2 but i cant figure it out with sims 3....
I made a alphaskirt, a extra layer wrapped arround the nude bottom and i can make it translucent, but only like glass.
Its even possible to edit the lenght and such of it by editing the alpha's of the texture file but I cant figure out how to add a design to it so i can recolor it.(it can only use the textures that are part of the GEOM)
All existing game stuf that use a similar transparancy contain seperated meshes, exept the beard mesh...but that i cant use as it keeps a texturefile link in its CASpart wich gives you the beard textures on the face even when the mesh is moved or deleted.(the reason i asked you how to add the xml from the CASpart, few days back...)
I have a great file, its **hair for females and it works like the eyebrows, uses(and is linked to) the sims haircolor(if desired) but since its cloned from the males fullbeard all females wearing it will also have a beard :D
It must be possible, that i am sure of. Maybe when we know all specific info about the Materialsettings.
Here 2 crappy screenshots from a testoutfit
edit,
but that i cant use as it keeps a texturefile link in its CASpart wich gives you the beard textures on the face even when the mesh is moved or deleted.
but since its cloned from the males fullbeard all females wearing it will also have a beard :D
Got that part fixed(cloned the elder beard instead and made it adult)and works for the males, now if someone could enable the beard section for females i will be a happy guy :help:
The frenchmaid outfit is up at adult site, i am not 100% satisfied with it, but will do.
BloomsBase
19th Jan 2010, 03:02 AM
Hey
I had a hard time finding out how to make the Bgeo/Bblend files with the new morphmaker tool as i had no idea were to load the morphs and (prolly because of that) the Bgeo/Bblend buttons didn't light up.
Did convert a male outfit using your first tool tho :)
You find it at my homepage.
http://www.bloomsbase.net/images/phocadownload/Clothes/all.jpg
CmarNYC
19th Jan 2010, 12:07 PM
Not sure how you used it to convert male outfits to female but those look really nice! :)
In MorphMaker you load up the morph geom files by selecting the age/gender from the buttons at the left and then the Select File buttons to find and import the files for the correct lods. (First pic below.) Make sure you've entered an instance ID, and when you click the Clothing button the BGEO and blend buttons should be lit. (Second pic.)
BloomsBase
19th Jan 2010, 12:21 PM
Not sure how you used it to convert male outfits to female but those look really nice! :)
I used a part of the male meshes, added the female waist on the base mesh and changed its morphs, renumbered the verts etc.
Then made new Bgeo/Bblend files, cloned the male outfit with CTU, set it to female and added the files.
Alot of work but content with the results.
Thank you for the info!!
I prolly was impatient and should have tried(filling in the boxes before going to the clothing tab....)
I will try again with my next project!!
CmarNYC
19th Jan 2010, 12:35 PM
A LOT of work - I've tried taking parts of meshes apart and failed miserably so I know how hard it is. Beautiful results!
BloomsBase
19th Jan 2010, 05:00 PM
Thank you :), its the scaling of the meshes to the female shape wat took most of the time.(had to do them all 12....)
btw, i also have a error in the CTU packages after i added the Bgeo files.
If i want to add/replace a texture file afterwards, the old texture does get updated(CTU adds the new texture file) but the old DDS file also stays in the package, nothing to do with BMM but strange.
The_Rookie
19th Jan 2010, 05:22 PM
Schön wäre es wenn das jemand der Deutsch spircht mal zusammen fassen könnte damit auch Die User was davon verstehen um was es hier geht.
>>> translate with Google <<<
It would be nice if someone views the German spircht summarize therefore, the user could understand what it what it is all about.
CmarNYC
19th Jan 2010, 06:49 PM
btw, i also have a error in the CTU packages after i added the Bgeo files.
If i want to add/replace a texture file afterwards, the old texture does get updated(CTU adds the new texture file) but the old DDS file also stays in the package, nothing to do with BMM but strange.
Possibly this has something to do with the problem I was having with importing BGEO/blend files into CTU packages. (Delphy, if you see this you might be interested: The high dword of the instance ID would be magically changed to the same number being used by all the other files in the package. Turns out this was because CTU (very properly) compacts the package index with a default high half of the instance ID, but s3pe (not so properly) seems to add new files to the index without changing the format and rewriting, so the new entries get their high dword instance IDs overridden.) When MorphMaker edits a CC package it converts the index so there are no index header overrides, but I don't know if you used the MM function to add your morphs.
My impression is that CTU isn't really meant to modify existing CC packages. I could easily be wrong. You can always use s3pe to remove the extra files.
BloomsBase
19th Jan 2010, 09:48 PM
sofar i only added the Bgeo files to the packages and updated the existing Bblend files by importing the ones generated with BMM.
I still use the existing instance ID's CTU is giving the package.
BloomsBase
20th Jan 2010, 11:06 PM
srry to bother you again but i am still having issue's with the fitmorphs Bgeo's.
I made a few meshes now that need to follow the female body and while the thin and fat Bgeo works perfect, the fit has a mismatch.
I can fix this by adjusting the position of the fitmorph mesh in Milkshape but i am wondering if this is caused by BMM.
Could it be that the game uses a diffrent relation between the fit/fat and fit morph?
CmarNYC
21st Jan 2010, 12:39 PM
I can't say for sure - all I can say is that I've tested my code by comparing BGEOs I made for game morph meshes against the BGEOs in FullBuild0 and except for a few small rounding errors they match. Also I've experimented with one custom mesh by making all three morphs and they all work fine.
The game does treat the thin/fat morph differently from the fat one in the sense that thin/fat is one morph with two directions while fit is a separate morph and gets added to the effects of thin/fat. Still, if your new fit morph matches up with the body shape of the game fit meshes there shouldn't be a problem.
I'm not sure what you mean by saying there's a mismatch - could you post pictures?
BloomsBase
22nd Jan 2010, 05:05 PM
Oops......I just have to many files....
I was mistaken Cmar, i am sorry!
CmarNYC
22nd Jan 2010, 07:03 PM
LOL, no problem. :)
BloomsBase
27th Jan 2010, 05:31 AM
Haha, i have so many struff but it turns out i am not mistaken.
BMM does somehow create the Bgeo's difrent then the game.
If you like i can send the files?
I have a mesh(and package) i haven't fixed yet so you can see for yourself?
CmarNYC
27th Jan 2010, 03:40 PM
Always interested in problems with my software! Yes, please post the files.
BloomsBase
27th Jan 2010, 09:23 PM
Its the straplessswimsuit i modded, attached the nude bottom underneathe it.
Its not finished yet, need to adjust a few bones etc
The screenshots show the uvmaps from both the top and bottom.
I do know that a mesh layer wrapped arround a body needs to be exactly identical as the underlaying mesh, you can see a few faces that need to be mirrord as these also cause problems(clipping) but the clipping is just to big, its the fitmorph causing the problems.
The UVmapoutfit on the screens is not included, its from the one i am trying to fix.
plz infrom me when you have downloaded it so i can remove it ;)
I included the package and the ms3d mesh(both meshes merged)
BloomsBase
27th Jan 2010, 11:37 PM
hmm, i redid the meshes and i suspect the problems lays within the skeletons used
CmarNYC
28th Jan 2010, 01:59 AM
I've downloaded the file - you can remove it. I'll take a look when I have a little more energy - like tomorrow - and let you know if I see anything. Looks like you may have figured it out yourself, though. :)
necrodog
28th Jan 2010, 03:44 AM
Good evening. I have this problem. After doing the morphs and saving the geom files, for example the mesh_fat.geom. If I reimport them to milkshape the bone assigments of the vertices get lost. Am I doing something wrong? I have attached the original mesh, the fat morph and a milkshape file before the export. Thank you in advance. :)
Oh! I forgot to mention that I cloned it from earrings and the vertices are associated to the face.
BloomsBase
28th Jan 2010, 04:21 AM
The morphs do not have bone assignements, they use the ones from the base mesh.
necrodog
28th Jan 2010, 04:28 AM
The morphs do not have bone assignements, they use the ones from the base mesh.
Oh! Thanks Base1980. :anime: :up:
BloomsBase
28th Jan 2010, 04:28 AM
I've downloaded the file - you can remove it. I'll take a look when I have a little more energy - like tomorrow - and let you know if I see anything. Looks like you may have figured it out yourself, though. :)
I am almost sure that was the case, the mesh also has this strange bulbs above the hips when using the sliders but i am 100% sure the bonesettings are correct on that spot.
The oufit i used is the afbodyofficier wich has 2 lod1 meshes(lod1_1)
The lod1 i used for the top while lod1_1 is for the bottom but i used 2 difrent skeletons on them wich i think might have caused the problem...
CmarNYC
28th Jan 2010, 12:10 PM
Base: In comparing your combined mesh with the original bathing suit, both fat and fit sliders maximized, I see slight differences in the shape of the top mesh where the bottom is coming through. If you didn't re-shape the mesh then I suspect you're right and it's a boning problem slightly distorting the shape when morphed. Still possible that it's MorphMaker of course but I don't see anything wrong anywhere else.
BloomsBase
28th Jan 2010, 01:04 PM
Must be, i remember when meshing for sims 2 they also used difrent skeletons for the hair meshes.
I did trash the mesh tho, i think i have come up with something more easier and more universal to open all the closed skirts.
I am now making a universal nude bottom and set it to accesoire.
Then i remove all the legs and the parts that close the skirt from the basegame skirt meshes(just one easy edit only on the lod1 mesh)
Combining the 2 will give me the desired upskirt look
the lod2 and lod3 skirt meshes will stay the same while the lod2 and 3 bottom meshes are empty(just a placeholder in it)
It should work, in theory :D
CmarNYC
28th Jan 2010, 01:31 PM
Sounds good. :)
When I have time I want to experiment with joining top and bottom meshes and may run into the same problem.
BloomsBase
28th Jan 2010, 03:26 PM
I am thinking about writing a tutorial on how to do so but every time i am in CAs i get another idea, taking all my time....
Unfortunate the bottom as accesoire has the same texture issues as the previous meshes i tried.
The skirt textures are overuling the bottom textures :(
CmarNYC
28th Jan 2010, 04:43 PM
Unfortunate the bottom as accesoire has the same texture issues as the previous meshes i tried.
The skirt textures are overuling the bottom textures :(
I wish I knew more about meshing and texture mapping and could help but I'm pretty much a beginner in that area. :(
BloomsBase
1st Mar 2010, 06:43 PM
Hey,
Cmar, i am having trouble with BMM
I simple cant get the morphs work together. :(
Mentioned this before but wasn't sure and most of the files i can not post here.
Here is a example of a bottom mesh that should work properly in theory.
I made all necesarry lod files, a total of 15.
Unfortunate the fit morph does not cooperate with the thin and fat morph and i am secretly hoping you could adjust BMM a little(no idea wat im talking about now lol) so the morphs work?
Its a fig leaf for the adult female and altho i can reposition the figleaf on the fit morph to make it work with the thin and fat, the leaf will be to far of the body then when the default shape is used.
BloomsBase
1st Mar 2010, 08:51 PM
hmm, and again im in doubt...
They do cooperate arround the waist but not arround the butt!?
And it is not because the leaf isn't attached to the body, i have other meshes that are solid and have the same issues.
I have made a gorgeous compilation(:)) of Warlokk's 36DNx34, the CPU, Rengal and Fashion model.
But the breasts heavily deform when using the fitmorph slider. :(
CmarNYC
1st Mar 2010, 09:40 PM
I'll download and look when I'm home tonight. :)
Have you checked the bones? I suspect there may be a bone component in the fat/fit/thin morphs.
BloomsBase
1st Mar 2010, 09:56 PM
eh? not sure wat you mean?
The morphs use the bonesettings from the base mesh, dont know any other setting.
Thank you for taking the time to look into it!
Rez Delnava
2nd Mar 2010, 02:28 AM
Jumping in randomly here: have you looked at the data in the morph geoms by looking at them with Delphy's Simgeom editor? While its useless to edit morph geoms, it can detect when Milkshape dumps a garbo morph.
Also, if it is a teen mesh that is having problems, then the problem may be with milkshape/Wes' plugins. I've always had problems with teen meshes--no matter how hard I try, there is always a vertex alignment error along the upper seam, and its most noticeable at the back.
But if my comments are way off-base, you can ignore me; I'm sorry. I don't have time to test or look at files; I'm just trying to be as helpful as I can while keeping my time on MTS limited to 30mins a day.
CmarNYC
2nd Mar 2010, 03:10 AM
Base: I meant the bone assignments for the fig leaf in the base mesh, but I see you set them to be close to the nearest body mesh vertices.
First - the package you posted has no BGEOs, so I generated them with MM and added them to the package. When I looked in CAS, everything works great except the top side petals of the back fig leaf disappear into her butt when the fat and fit morphs are both activated. Is this what you meant?
I tried changing the bone assignments of the top side fig leaf petals to 100% pelvis, but when I added the resulting base mesh to the package (replacing the original lod 1 mesh) I got morph explosions. Maybe I did something wrong - just changing bone assignments shouldn't have that effect - it acted like I changed the vertex numbering.
Too late and I'm too tired to do more tonight - been having some issues with my PC and it takes about 3 1/2 years for the game to start up. Will try again tomorrow, and maybe I'll have some bright ideas by then.
Rez: Nice to see you! Too bad Real Life is keeping you to only half an hour a day, but your priorities are absolutely right. I hope school is going well! I'll take your suggestion (sort of) and look at the BGEOs with MM's utility to see if anything looks off.
BloomsBase
2nd Mar 2010, 03:36 AM
when i had the same issues with the breasts i also tried to assigne the whole chest to one bone, it doesn't make a diffrence.
Its how the morphs interact with eachother.
If i switch the bgeo's for instance, like swap the fit and thin both morphs show up fine when using the topslider.
I will do do a simple test if you like by rebuilding the Bgeo's of a base game outfit and compare the 2
By using a accesory(wich works with the sliders) on it we should be able to see the diffrences.
CmarNYC
2nd Mar 2010, 07:44 PM
Have to admit I'm kind of stumped why this is happening. I honestly don't think it's anything MorphMaker is doing - all MM does is translate the delta coordinates in the morph meshes to the format used in the BGEO files. I've generated BGEOs from game morph meshes and compared them to the game BGEOs and the only differences were a few very small rounding errors. As you know, there's no other information in the morph meshes or BGEOs, so I don't see what could be getting screwed up. Still, it would certainly be worthwhile to test MM-made BGEOs for game clothing in the game in case I'm missing something.
As a fix for your immediate problem, I tried moving the top part of the leaf in the fit morph slightly away from the butt, and that eliminated the thin/fit problem and improved the fat/fit problem while not being really noticable in the fit morph. With some tweaking of the fat morph I think everything will work.
I'd also like to try attaching the leaf to the butt with a few faces to see if that anchors it in position, and more experimentation with the bone assignments to see for sure whether the fat/fit/thin morphs use the bones.
BloomsBase
2nd Mar 2010, 08:28 PM
oh dear, maybe i know wats causing this.
I always assumed that the skeleton didn't matter when importing the meshes in MS(always used the one included in the GEOM importer) as the moment you export the geoms and importing them in the package they will be using the one from the comments(TGI link)
Ill try to import/export the meshes with the correct skeleton to see if that makes a diffrence....
BloomsBase
3rd Mar 2010, 01:58 AM
nope, imported/exported the geom's with the correct skeleton and rebuild the bgeo's, didn't make a diffrence.
Cmar, i know i can fix this for this mesh, like i did with the frenchmaid as top.
But you do see a diffrence when the default shape is used..(i know...want things perfect :D)
I can send you the Warlokk compilation, its even more bizar.
CmarNYC
3rd Mar 2010, 01:50 PM
I tried using CTU to make a copy of the af SwimsuitStrapless mesh, in Milkshape subdivided a couple of faces and moved the resulting verts to make decorative spikes coming up from the neckline, did the same for all the morphs, renumbered everything, and used MM to make new morphs. In CAS the morphs work flawlessly but the little spikes are dropped down to the floor instead of sticking up a little! Tried the same mesh change without the new morphs so it doesn't seem to be a morph issue.
Tonight I can post pics and try again to figure out what the heck is going on.
Yes, would like to see your Warlokk meshes too. If you want to send them by email just PM me.
BloomsBase
3rd Mar 2010, 03:39 PM
The spikes dropping down to the floor are unassigned vertices, you need to assigne bones to them.
If you use divide faces you always need to reassigne the bones on the new vert.
Except when using divide in 2, the new vertice will then choose one of the settings from the first vertices selected but you still need to udate it as it will randomly pick either the top or bottom vert as reference.
If you(for instance) divide a face on the left side of the mesh it will use the vertice above it as reference but while you do the same on the right side it will use the vertice below it as reference.
In both cases you need to update it with the average of the verts arround it.
CmarNYC
3rd Mar 2010, 04:29 PM
Thanks! I never even thought of the bones - had no idea no bone assignment would have that effect. I used the divide in 3, so sounds like that's exactly the problem.
BloomsBase
4th Mar 2010, 12:50 AM
test 1,
I cloned the afTopTunicKimonoSleeve and attached the original meshes to it.
Made new Bblend and Bgeo files and went ingame.
result:
The clone and the original top are identical when using the sliders on them.
test 2,
I imported the Lod1 base GEOM in Milkshape and exported it back without any edits.
I didn't use the GEOM its original skeleton but used the one included in Wes his GEOM importer.
Imported the GEOM back in the package and booted sims3.
result:
The clone and the original top are identical when using the sliders on them.
test 3,
Imported the base GEOM and all its morphs in Milkshape, didn't make any edit and exported them back.
Builded new Bgeo files for it using the exported morphs and updated the package.
Booted up the game
result:
The clone and the original top are identical when using the sliders on them.
test 4,
Imported the base GEOM and all its morphs in Milkshape, used Wes his autonum tool to give all verts a new ID and exported all back.
Loaded the renumbered lod1 GEOM back in the package.
Builded new Bgeo files using the renumbered exported morphs and updated the package.
Booted up the game
result:
The clone and the original top are identical when using the sliders on them.
Im a bit confused right now lol....
test 5,
Imported the base mesh and its morphs in Milkshape.
Made a lowpoly sphere, cut it in half and attached it to the belly, deleting the faces in between.
Uvmapped the sphere on the spot were i deleted the original faces.
Copied the sphere 3 times and attached it to all morphs.
Regrouped every meshgroup and its sphere.
Renumbered the vertID's with autnumtool.
Exported the base mesh and its morphs.
I had a very strange thing here......I wanted to overwrite a earlier saved file called ''testbaseimportexport.simgeom'' and while the exporter did overwrite it it didn't continue to the next meshgroup, the fatmorph.
So i started over, tried a few times but it refused to continue to the morphs.
So i made a new folder and exported the basemesh by giving it a new name(base) and this time the exporter continued and saved all 3 without any problems....... :blink:
Imported the base mesh into the package and build new Bgeofiles from the edited morphs.
Booted up sims 3........
result:
The clone and the original top are identical when using the sliders on them. :wtf:
Im lost.....
CmarNYC
4th Mar 2010, 04:19 AM
LOL, I can sympathize. Very confusing when things seem to work, or not work, randomly.
I fixed my 'spiky decoration' swimsuit and tested it in-game. (Suit made by exporting base mesh and all morphs, dividing a couple of faces in Milkshape and pulling up the new verts, rinse and repeat for all the morphs, auto-renum and export.) The morphs look identical to the game swimsuit.
Also I looked at your Warlokk package in-game, and I'm a little confused about what's wrong with the breasts. Do you mean the way the nipples move way up with the thin morph and the fit morph combined? Both the thin and fit morph meshes lift the nipples, and when you combine them the effect gets added together. That could be fixed by lowering them a bit in both thin and fit. Otherwise I'm not seeing anything wrong in that area. The problems I see are a bumpiness in the front of the thighs with the fat and fit morphs combined, but I think that can be solved by smoothing both of those morph meshes - they both have a slight unevenness which again gets added together. The butt gets really big with the fat/fit morph combination too but that's kind of to be expected. :) If there's some problem I'm not seeing, let me know!
Great job, by the way - I can't imagine how much work this was and it looks really beautiful and very unusual!
BloomsBase
4th Mar 2010, 11:32 AM
Its when the thin slider and fit slider are maxed out, a few faces on top of the breasts are moving to far inside the breast and making big dents.
The breast were alot smaller on my first thin morph but figured making them bigger,more like the fit morph shape it would solve the problem.
Maybe i have to make them smaller instead.
and thank you! :)
CmarNYC
4th Mar 2010, 01:46 PM
I see what you mean now - guess I'm just not a breast person and didn't look closely enough. :)
Still think it may just be a matter of the thin and fit meshes having a little bit of unevennes at the same spots. I tweaked the upper surfaces a little and think it's improved, but the meshes you sent seem to be from before you renumbered the verts and the package had a big spike sticking out from her chest which disappeared when I rebuilt the package, so I'm not sure I was looking at the same version you are. There's still an indentation farther up the breast than I was looking at. Tonight I'll try again.
BloomsBase
11th Mar 2010, 06:48 PM
I think you were right about the leafs, its due the floating faces.
The breast are more a to big of a mismatch on the verts i think....
Made a cowlneck top and it behaves like it should.
CmarNYC
11th Mar 2010, 08:54 PM
Wow, that's a very nice-looking sweater!
I'm working now on an add-on to MorphMaker, to generate a combined morph mesh that can be imported into Milkshape so you can see how the fit/thin and fit/fat morphs combine without having to run the game. If it seems useful I may suggest it to Wes as a future plugin since it would be easier to use within Milkshape.
BloomsBase
12th Mar 2010, 01:06 PM
Thank you
Unfortunate i am having a terrible hard time combining diffrent meshparts, seems almost impossible to cut off pieces from the base mesh and the morphs and add new parts.
I pulled of the lod1 mesh after like 15 attempts, gave up on the lod2 and 3.....
I have to make Poser magnets to make the morphs before getting frustrated, but the proggy is pretty new to me.
A combined morphmaker would be awsome as i cant get the breasts look good either.
Got the leaf mesh updated, it was just a small adjustment not even due BMM but how diffrently shaped leaffaces covered the bottomfaces....
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