View Full Version : Tutorial: MTS2 Mesh Tool Clothing (now with pics) UPDATED 3/22
roxy99
19th Oct 2005, 02:13 PM
I gotta warn you guys, you may have trouble getting those meshes into bodyshop. It seems that Meshtool and Simpe only work with Milkshape. So you still have a hurdle to cross.
So now I am playing in blender, even got Milkshape to read my OBj file so that I could use Milkshape as sort of a passthrough to get Meshtool to read it. Still, Meshtool is unable to create a readable gmdc file from anything having to do with Blender or Wings.
Blender is very complicated but has a much more polished feel to it than Milkshape. Its too bad.
PS---Nadascreations Thanks for the screen captures! Great job :mod:
nadascreations
19th Oct 2005, 03:20 PM
Thanks! It took a while to get them ready. (I have a slow computer)
PapaWolfChop
20th Oct 2005, 08:37 AM
The one you want to import is in your Downloads folder, your MESH_gownblahblahblah.
Good luck--I have YET to get a mesh to work, myself...
but dont you just open the file that you save as an .obj? i mean really you could save it anywhere straight outta milkshape and it SHOULD work right? im so confussed right now...
roxy99
20th Oct 2005, 09:58 PM
Once you save your new *.obj file perform the following:
Load Meshtool
Open your new.obj and originalgmdc.simpe in Meshtool, save the newgmdc.simpe file.
Then open simpe, load up your MESH_new (the one in the download folder). You must now replace the appropriate 3d resource file with the newgmdc.simpe that you created from Meshtool.
nadascreations
21st Oct 2005, 12:39 AM
I'm about to try it to see if my mesh works, be back with pics if it does.
FelixTheory
21st Oct 2005, 04:38 AM
I have tried this several times, even without modifying the obj.
I export the obj file, extract the container and use the mesh tool,
replace the container and the result is always rotated (looks like the SIM is
lying on it's back).
Anyone else experience this?
leighkuhn
21st Oct 2005, 02:25 PM
okay, this is probably above and beyond even the call of 'new guy' but.....
i tried to work in milkshape yesterday for the first time. i would like to edit a body mesh, so after running through the tutorial i imported xenos' heroine mesh with wes_h's chop shop plug-in. the model is in there, but she's surrounded with all these blue line/spheres. tried with marvine/beosboxboy's bodybuilder and same thing. how do i get rid of this so i can actually work on the model? or are they supposed to be there? i did go through the milkshape help file and no mention of this there. have also searched this site and can't find any reference to this. am so frustrated, i have decided to ask what is probably a totally lame/obvious question in public.........any help appreciated!
roxy99
21st Oct 2005, 03:49 PM
I have tried this several times, even without modifying the obj.
I export the obj file, extract the container and use the mesh tool,
replace the container and the result is always rotated (looks like the SIM is
lying on it's back).
Anyone else experience this?
You must Export *.obj In XYZ coordinates from SIMPe. When you click the export button, the default is XZY - this must be changed to XYZ.
PS- I requested the guide be updated earlier bac in approx post 990
Rayne00000
21st Oct 2005, 06:02 PM
Wow lol, I have been doing it the hard way to fix the broken body look.
I couldn't find any information on fixing that so I have been exporting then importing the Mesh twice to fix the problem.
Thanks a bunch!
PAF
21st Oct 2005, 09:52 PM
Leighkuhn you need to read the thread for the plug_ins if you are gonna use them.Wes's plug-ins and meshtool are not interchangeable.Any trouble with the plugins should be addressed there.I do reccomend and (Wes did too) that you learn this way first before attempting the plugins.
roxy99
22nd Oct 2005, 02:36 AM
Listen to Paf - he knows best.
Paf, any chance this tut can be modified to cover Blender? Which step needs to be changed because I cannot get Meshtool to translate Blender Obj files. The default mesh keeps showing up in Simpe. Milkshape is noprob though.
PAF
22nd Oct 2005, 03:05 AM
Someone probably could but I couldn't because I don't know anthing about Blender.Truth be told I really don't know a lot about very much of this stuff.All I really know is what I have done.I learned all of that on this site and the simpe site with a few experiments along the way.Most os them blowup or something but every now and then something actually works.
Thanks for the compliment roxxy it is nice to feel smart every now and then. :giggler:
nadascreations
22nd Oct 2005, 03:46 AM
roxy ~ so your mesh works now?
"Once you save your new *.obj file perform the following:
Load Meshtool
Open your new.obj and originalgmdc.simpe in Meshtool, save the newgmdc.simpe file.
Then open simpe, load up your MESH_new (the one in the download folder). You must now replace the appropriate 3d resource file with the newgmdc.simpe that you created from Meshtool"
leighkuhn
22nd Oct 2005, 12:23 PM
PAF - thanks for pointing me in the right direction. there is so much information here i sometimes find it difficult to sort through all of it to find the relevent parts.
roxy99
22nd Oct 2005, 02:22 PM
[QUOTE=nadascreations]roxy ~ so your mesh works now?
It works. Ijust wish I didnt have to resort to Milkshape to do it but tha is the only way to do it that I knwo of. Th eonly reason I use Milkshape is because all the guides and support here is geared towards it.
I would love it if someone could crack some of the freeware 3d programs, some of which are more sophisticated than Milkshape. My trial on Milkshap is going to run out and then its going to be game over. On principal alone I cannot bring myself to pay for Milkshape.
nadascreations
22nd Oct 2005, 02:49 PM
When you say: "Open your new.obj and originalgmdc.simpe in Meshtool, save the newgmdc.simpe file", isn't that what we are supposed to do anyway?
roxy99
22nd Oct 2005, 03:43 PM
When you say: "Open your new.obj and originalgmdc.simpe in Meshtool, save the newgmdc.simpe file", isn't that what we are supposed to do anyway?
Yes, you are repeating what I said. I don't follow your problem. Where exactly in the tutorial did you encounter problems?
nadascreations
22nd Oct 2005, 04:13 PM
I don't know, I followed everything and did everything right. I don't know what the problem is. I did what you said and it still isn't working. Maybe I should just give up.
nadascreations
22nd Oct 2005, 04:17 PM
does anyone know how to contact the milkshape person? i don't know how and i want to tell him my problem with his software.
roxy99
22nd Oct 2005, 06:57 PM
Were you even able to update the object file from Milkshape? If so, then the problem isn't with Milkshape its with the transition to SimPe. When you exported the Obj, did you do anything other than export? Remember, you must export the Obj file.
In MeshTool, remember to NOT click on import obj. You simply must load the 3d Obj and the original Mesh.
For what it's worth, this is Milkshape's website:
http://www.swissquake.ch/chumbalum-soft/
nadascreations
22nd Oct 2005, 10:11 PM
When I open Milkshape, it tells me to register it and i had just downloaded it. I couldn't even save the first time I used it.
MoonageDaydream
23rd Oct 2005, 03:29 AM
Man, I can't even get past no. 6. I've searched my computer and there is no TSData folder... Well there is, but then there is no Sims3D folder. Tips anyone? Is there a way around it?
nadascreations
23rd Oct 2005, 04:05 AM
don't go to the folder for your expansion pack, go the the one for the regular game.
MoonageDaydream
23rd Oct 2005, 04:08 AM
I've been able to do everything up until Milkshape. I've never used this program before. I can move the points but they turn out in wierd shapes and I have no idea how to use it basically. Does anyone know a great site that contains a great guide to making sims meshes? I've seen a couple but they're complicated for a 14 year old mind.
Or is someone willing to explain the lot in detail with me? (I doubt someone would do this, though)
roxy99
23rd Oct 2005, 05:09 PM
You really have to print out this Briana guide at the beginning. There is no better guide.
I would help you but you probably know more than me already.
MoonageDaydream
24th Oct 2005, 01:03 PM
Hmm, yes, that's well and good, but It doesn't give other people a chance to show their talent. I really have some nice designs drawn up just for this.
roxy99
24th Oct 2005, 03:32 PM
MoonageDayDream,
Don't despair, I'll try to help. Did you print the guide from page 1 of this massive thread? Do that and then start at step 1 and post your results as far as you get. If you made it to the steps 'editing your mesh in Milkshape' then congratualtions, that's the hardest part.
Milkshape does not have any smoothing tools that I am aware of, and simply moving virtices around helter skelter will never yield good results. The trick is to become experienced in scaling. Also, never move vitices freehand- always enter a move factor number in the dialogue box. The mouse is not precise enough for small scale changes.
There is nothing wrong with Milkshape per se, its just that freehand editing is next to imposible. When dealing with clothing and people meshes, smooth curves are essential. For object editing, Milkshape is ideal since most objects are composed of square shapes.
As far as editing in 3d, you need to practice. There was a nice guide posted here, for object editing. The same prinicpals should apply. http://www.modthesims2.com/showthread.php?t=59293&highlight=milkshape
smcash
24th Oct 2005, 08:00 PM
I just registered at this site. I downloaded SimPE, Milkshape, and so forth, for the first time this week. I did try to scan this thread to see if someone else had asked this already, but it is a very long thread! So I'm sorry if it's a repeat.
I did my best to follow the tutorial, but in Bodyshop I ended up with the body lying horizontally on the floor while the head was floating in its normal spot. What happened? Did I somehow tilt the body while I was in Milkshape? I don't think I did.
Help?
roxy99
24th Oct 2005, 09:40 PM
See my post #964 and Paf post #963, which refers to another post around 93(something).
That will fix your problem. And no need to appoligize since this thread is agonizingly long.
GeryGreyhound
25th Oct 2005, 09:40 AM
Hi BriAnna!
I hope it isn't a problem I have translated the tutorial to hungarian and included own screenshots (using SimPE with new GUI) and uploaded it to my hungarian Sims 2 tutorial site:
http://www.goldhosting.hu/simmetria/news.php?extend.40
I just wanted to notice you about this, and if you don't like see your stuff re-published on other sites, tell it me and I'll remove the tutorial (as a website owner I really know how annoying can be seeing your stuff being stolen)
(sorry for my poor english hope you understand :))
smcash
27th Oct 2005, 04:50 AM
Thanks, roxy99! That worked great.
nadascreations
27th Oct 2005, 05:23 AM
The mesh finally came out right, but it was so messed up. It looked like she had 3 feet and it had these lines coming out of it. I actually got scared looking at it. One of the thighs looked fatter and ugly.
nadascreations
27th Oct 2005, 02:25 PM
I acidentally deleted some vertices. I now know I'm not supposed to. Can I delete faces?
Rose De Gilbert
27th Oct 2005, 03:31 PM
hi, im on 27, but i have the option to EXPORT... but not EXPORT TO OBJ. and i have downloaded milkshape. what do i do??
PAF
27th Oct 2005, 03:42 PM
Rose export make sure you set rotation to XYZ first.
Nada I don't believe so and your inbox is full.
Rose De Gilbert
27th Oct 2005, 04:00 PM
thanks, ill try :)
Rose De Gilbert
27th Oct 2005, 04:00 PM
well, where should i export it to?
roxy99
27th Oct 2005, 04:09 PM
well, where should i export it to?
Anywhere is fine. Then you can import OBJ from with Milkshape and start moving vertice around.
Rose De Gilbert
27th Oct 2005, 04:14 PM
ok, ill try :) :)
Rose De Gilbert
27th Oct 2005, 04:16 PM
Jees why do you people know everything?!?!? lols, thanks it actually worked. ok so um how do i actually like move the verticles?
nadascreations
27th Oct 2005, 04:48 PM
select "select", then you would select the ones you want to move, then select "move"
Rose De Gilbert
27th Oct 2005, 04:54 PM
thanks. i shall try, sorry but i am pretty good with everything except, well THIS lol, so im ALMOST tech challenged lol.
nadascreations
27th Oct 2005, 05:40 PM
I'll post a pic of the horrific mesh when i get home. so you all can see what i'm talking about.
admiralt
27th Oct 2005, 06:17 PM
when i click on the geometric data container and version .48
admiralt
28th Oct 2005, 02:42 AM
On step 27 i don't have the export to OBJ button like the picture and it says it can't find the geometric data container parent.
can some 1 help?
PAF
28th Oct 2005, 06:04 AM
admiralt it is just an export button now.
Which version of simpe do you have and when does it say it can't find the parent?
IgnorantBliss
28th Oct 2005, 09:23 PM
For body/accessory meshing, should I use version 0.32 of SimPE like in the tutorial, or do the newer versions, like 0.50, work?
PAF
29th Oct 2005, 12:25 AM
admiralt I think what is happening is that if you are useing the classic GUI somehow it is messing up the third file you export.I say that because it happened to me with .48.You need to reextract the original gmdc (sims 03).You will have to fix integrity again afterwards.If You use the new GUI that may fix your problem.You may also want to update to .50.
Ignorant bliss The newer versions work fine there are some differences due to changes with simpe but basically everything works the same.
nadascreations
29th Oct 2005, 01:24 AM
Ok, so I made my mesh in another 3d program, then exported it to a folder. I then imported it into milkshape and exported it out into the projects directory like the tut said. Should it work now?
PAF
29th Oct 2005, 04:00 AM
Yes the msehtool should work now.
IgnorantBliss
29th Oct 2005, 08:09 AM
Ignorant bliss The newer versions work fine there are some differences due to changes with simpe but basically everything works the same.
Thanks for the information :). I remember reading about some version of SimPE not working on body meshing, but I'm glad it's not a problem anymore.
GeryGreyhound
29th Oct 2005, 08:38 PM
For body/accessory meshing, should I use version 0.32 of SimPE like in the tutorial, or do the newer versions, like 0.50, work?
For me, SimPE 0.48 works fine with clothing mesh editing. But be sure to set the "order" at step 27 from XZY to XYZ (BriAnna didn't mention it, maybe older SimPE versions do not have this setting)
IgnorantBliss
29th Oct 2005, 08:59 PM
For me, SimPE 0.48 works fine with clothing mesh editing. But be sure to set the "order" at step 27 from XZY to XYZ (BriAnna didn't mention it, maybe older SimPE versions do not have this setting)
Yeah, I didn't change the order, and now I'm trying to figure out how to fix it without having to redo the whole mesh :mad:
(Apart from that problem, the glasses are invisible in body shop, too)
Edited: OK, I solved both the rotation and invisibility problems, but now my glasses just are plain ugly :lol:
JimGalaxy
30th Oct 2005, 03:56 AM
For my first post ... I want to thank all for their 1,000 + posts here. I am another newcomer, frustrated by the lack of good, free, REALISTIC hair meshes out there, and determined to try my hand at it.
Even 'simple' meshing is more complicated than I could have imagined (and I have a programming degree), but I am at least at a starting point now. having now spent the last three hours learning to successfully edit (and then un-rotate!!) a clothing mesh.
Thank you all.
sophies131
30th Oct 2005, 02:57 PM
On step 8
8. Click on "Resource Node" Only one item should appear in the Packed Files list. Right click on it and hit extract. Put it in the folder you made. Clear the instance filter box.
A box comes up saying there's something wrong to do with JIT. Anyone know how to help please?
OrangeHeart
1st Nov 2005, 12:24 PM
Is it just me or the nightlife clothing seems to get messed up no matter how you try to edit them?
lizzybeth1
1st Nov 2005, 07:36 PM
Rose export make sure you set rotation to XYZ first.
Nada I don't believe so and your inbox is full.
I'm in the same place, but i'm confused as to what i do the xyz thing on (package or mesh) and where/when i do it. I have the latest simpe and am a complete beginner, today is my first day! :sadpanda:
Thanks
LIZ
PAF
2nd Nov 2005, 01:39 AM
When you get ready to export your mesh make sure the box between the export button and the blue preview screen says XYZ and not XZY.
lizzybeth1
2nd Nov 2005, 12:08 PM
When you get ready to export your mesh make sure the box between the export button and the blue preview screen says XYZ and not XZY.
Is this a reply to me, because i don't have an export button, that's the problem. I have the very latest simpe and all the other stuff recommended for various tutorials. I cannot see a rotation anything or anywhere that says xzy let alone xyz?!
Help!
LIZ
IgnorantBliss
2nd Nov 2005, 12:12 PM
Is this a reply to me, because i don't have an export button, that's the problem. I have the very latest simpe and all the other stuff recommended for various tutorials. I cannot see a rotation anything or anywhere that says xzy let alone xyz?!
Help!
LIZ
When you open a Geometric Data Container file and have the Content and cGeometryDataContainer tabs open, you'll see the Models list, and on the bottom of that you should see an export button, and also the option to select either XZY or XYZ.
lizzybeth1
2nd Nov 2005, 12:59 PM
When you open a Geometric Data Container file and have the Content and cGeometryDataContainer tabs open, you'll see the Models list, and on the bottom of that you should see an export button, and also the option to select either XZY or XYZ.
Thanks for the reply, i've clicked on the Geometric Data Container and the only tabs that come up are content, reference, edit blocks and all references. Maybe this is where the problem is as i don't see a cgeometrydataontainer tab or a models list???
Have i done something wrong or is simpe not installed correctly?
Thanks
LIZ
ok, i tinkered and found if i clicked on edit blocked, selected cgeometrydataontainer and clicked add, then went back to contents via the contents tab, that export appeared as did the xyz option! Hurrah!!!!!
lizzybeth1
2nd Nov 2005, 01:07 PM
When you open a Geometric Data Container file and have the Content and cGeometryDataContainer tabs open, you'll see the Models list, and on the bottom of that you should see an export button, and also the option to select either XZY or XYZ.
So SORRY i'm replying again! I've saved to obj, and imported via wavefront obj as the tutorial suggests, but nothing is coming uo ??
Now what have i done wrong?
IgnorantBliss
2nd Nov 2005, 01:18 PM
So SORRY i'm replying again! I've saved to obj, and imported via wavefront obj as the tutorial suggests, but nothing is coming uo ??
Now what have i done wrong?
Nothing is coming up where? You don't see anything in the preview window? For that, you'll have to have the parts checked on the Models list and click Preview. Or are they not showing up some place else?
lizzybeth1
2nd Nov 2005, 02:15 PM
Nothing is coming up where? You don't see anything in the preview window? For that, you'll have to have the parts checked on the Models list and click Preview. Or are they not showing up some place else?
Well when i open mikshape, i have the 4 seperate boxes and the side menu with models,groups,materials and joints tabs. I import my obj, but nothing shows anywhere in the 4 boxes. You mention models list, there isn't a button called parts in the models list and no option to preview, i have checked the other tabs and don't see it there either? This is the latest mikshape software, but is still on a trial, is it to do with this or is my mesh incorrect?
Thanks Again
LIZ
IgnorantBliss
2nd Nov 2005, 03:55 PM
Well when i open mikshape, i have the 4 seperate boxes and the side menu with models,groups,materials and joints tabs. I import my obj, but nothing shows anywhere in the 4 boxes. You mention models list, there isn't a button called parts in the models list and no option to preview, i have checked the other tabs and don't see it there either? This is the latest mikshape software, but is still on a trial, is it to do with this or is my mesh incorrect?
Thanks Again
LIZ
I didn't mean a button called "parts", what I meant is that make sure the mesh parts (the ones you want to export) that are listed under Models are checked when you export the mesh. I'm talking about the "Models" in SimPE, not the "Model" tab in Milkshape. See the screenshot that's attached: the mesh part called "frame" is checked. You need to have your mesh checked when you export for something to show up in Milkshape.
lizzybeth1
2nd Nov 2005, 04:32 PM
I didn't mean a button called "parts", what I meant is that make sure the mesh parts (the ones you want to export) that are listed under Models are checked when you export the mesh. I'm talking about the "Models" in SimPE, not the "Model" tab in Milkshape. See the screenshot that's attached: the mesh part called "frame" is checked. You need to have your mesh checked when you export for something to show up in Milkshape.
Sorry about the confusion, i get what you're saying now, unfortunately i'm not getting any parts showing in the box, no wonder nothing comes up in mikshape! So i have obviously done something wrong for it not to show up in the box, any ideas where i've slipped up?
I did struggle as the tutorial is quite old compared to this simpe and have really struggled, sorry about this and thank you for all your help :beer:
LIZ
I meant to add, i'm doing the dress as instructed in the tutorial if it makes any difference?
dudette00900
2nd Nov 2005, 10:52 PM
Is there any way to make a mesh without using Milkshape whatsoever? I had the trial and could create meshes- but I can't buy it, so my trials done. I've tried Wings and Blender- but I guess those don't work with SimPE and the Meshtool. I know this has been discussed... but if there's another thread or something someone knows about... please tell me!
PAF
3rd Nov 2005, 12:46 AM
XSI modtool is free and can be used to make .smd files which can be used by meshtool also.See the first post in the meshtool thread for a mini tutorial on how to do it.
Some of the other programs may also be able to be used but I'm not sure about those.
Kyou-Kun
4th Nov 2005, 12:33 AM
If that's all to it, I'll be doing anime sims as soon as I get my new gfx card <3
Thx for the cool tutorial!
Scaedura
4th Nov 2005, 10:32 AM
Well, I followed the tutorial, but I got stuck at step 27. I just don't get a obj export button and I have all different tabs than the picture has. I have tried doing all the steps again, but I always get this result? I have put een picture of what I get with me post and hopefully someone can help me because I really want to make meshes.
SnowStorm
4th Nov 2005, 11:52 AM
On the tab you have showing, click the export button, then select obj as your file type.
nauseaa
4th Nov 2005, 06:00 PM
:insane: Help!! I tried to modify a mesh following the tutorial, and I didn't move vertix too far, but here's what I get (see attacched files) !!!
Could this be a problem within milkshape??
lizzybeth1
4th Nov 2005, 06:25 PM
On the tab you have showing, click the export button, then select obj as your file type.
Hi!
Please help! I've now managed to sort myself out regarding my past struggles, i have my mesh coming up in milkshape (haven't a clue what i'm doing in there, but trying all the same) I got quite happy with what i did on my dress mesh and followed the tutorials instructions to a "T" and yet my changes do not show up in bodyshop??? I went throught the steps again (i have miche and delphy's mesh tool e.t.c.) and still it won't show up in Bshop, i have the latest simpe and i know the tutorial is old, any ideas what's going wrong (probably me)???
Thanks
LIZ
PAF
4th Nov 2005, 06:26 PM
You need to chance the export setting to XYZ.Read through the thread alot of people have had the same problem(me too).
lizzybeth1
4th Nov 2005, 06:31 PM
You need to chance the export setting to XYZ.Read through the thread alot of people have had the same problem(me too).
Hi! I don't mean to flood the board, it's just the chap i replied to has gone offline and i'm really stuck! I've copied and pasted my problem belwo:
I've now managed to sort myself out regarding my past struggles, i have my mesh coming up in milkshape (haven't a clue what i'm doing in there, but trying all the same) I got quite happy with what i did on my dress mesh and followed the tutorials instructions to a "T" and yet my changes do not show up in bodyshop??? I went throught the steps again (i have miche and delphy's mesh tool e.t.c.) and still it won't show up in Bshop, i have the latest SimPE and i know the tutorial is old, any ideas what's going wrong (probably me)???
Thanks
LIZ
PAF
4th Nov 2005, 07:13 PM
I am not sure why it won't showup in bodyshop.
A small idea though try to extract the modcres and modshape again.Then reassign the texture useing the steps in the tutorial.
Also the one in projects will not change only the one you imported into the game will change so make sure you are checking the right one.(Yes I have actually done that).
lizzybeth1
4th Nov 2005, 07:24 PM
I am not sure why it won't showup in bodyshop.
A small idea though try to extract the modcres and modshape again.Then reassign the texture useing the steps in the tutorial.
Also the one in projects will not change only the one you imported into the game will change so make sure you are checking the right one.(Yes I have actually done that).
Ok, thanks i'll try that (again :sadpanda: )
UM...i'm probably mis-understanding you, but in the tutorial it says to go see if it works in the game AND bodyshop, so i assumed i could see it there, are you saying i won't? Or that if i'm not checking the correct one then i won't?
Yes, i'm very thick...well i'm a complete beginner, i've had this software about 3 days and i'm still no clearer!
LIZ
PAF
4th Nov 2005, 07:30 PM
In bodyshop look under build sims or in create look under start new project.The one in your saved projects won't change.
lizzybeth1
4th Nov 2005, 07:49 PM
In bodyshop look under build sims or in create look under start new project.The one in your saved projects won't change.
Ah! Ok, thank you very much!!!
I'll check it in the game and go from there.
Thanks again! :beer:
LIZ
horror_queen
5th Nov 2005, 03:17 PM
thanks so much! Im so dense so its gonna come in useful. Thanks for spending your time on it.
dnicecar
5th Nov 2005, 05:28 PM
BirAnna, when I change the size of the bust in a particular dress means that It only applies to that dress, isnt it? Or there is a way to change the bust permanently?
PAF
5th Nov 2005, 05:50 PM
When you change a mesh it only applies the texture that you have assigned to it.It is possible to replace the Maxis meshes and I believe that there is a thread on that around here somewhere.
Aya
6th Nov 2005, 06:07 AM
Okay, I did it all.
But I opened the gmdc in MilkShape and went O_O. I can't see anything that looks like hair (I'm doing a hair mesh, I followed SanMoo's tutorial).
Aya
6th Nov 2005, 07:05 AM
Bah. This is what I get in MilkShape. (Remember, I followed a hair mesh tutorial.)
There's like... no hair. And the file shows fine in BodyShop.
http://i7.photobucket.com/albums/y292/orenjipeachii/Sims%202/uhoh.jpg
DamonRaethe
6th Nov 2005, 12:01 PM
ok i get lost in simpe ive followed the pictures and the instructions but im still getting lost simpe is a mystery to me the newest version is what i have
KiaraRawks
6th Nov 2005, 03:51 PM
You need to chance the export setting to XYZ.Read through the thread alot of people have had the same problem(me too).
When you say that, are suppose to just unclick the XYZ and then reclick them in the right order (XYZ)?
KiaraRawks
6th Nov 2005, 04:11 PM
nvm. I thought you meant the XYZ in Milkshape. You meant in SimPe it's self? NVM! I made my first mesh. Now I must test it in the game it self. Thanks Brianna and you PAF for helping me and everyone else!!!
-------------------- edit
I have a problem with the animation. How would I fix this? Thanks in advance!
PAF
6th Nov 2005, 06:02 PM
You could make the innerleg part at the bottom a little wider and that should fix the problem in the big picture but would make the problem in the smaller picture worse.
My only other suggestion would be changing the joint assignments which can be another very large can of worms.(a big headache)
If you want to PM me and I will try to help but that will most likely involve something other than meshtool.
tiggerypum
6th Nov 2005, 07:25 PM
Uhm, actually, it looks like a point was missed and I suspect that 'slit' is always there on that leg, you just can't see it in bodyshop with the legs held close together.
And yes, if you extend the stuff below a joint, you cannot use the simple meshtool to make the change. You need to use advanced meshtool or you need to start over with bodychop (by Wes). You might need to start over even with meshtool, I haven't verified if simple meshtool mods will leave you with a file that can be edited with any other tools. (almost all the tools create a gmdc that is not actually complete)
KiaraRawks
6th Nov 2005, 09:31 PM
nope I just made them a little shorter and they're fine now ^_^
tiggerypum
6th Nov 2005, 09:47 PM
That is another solution :) The issue was because you went below the knee joint with the pants, and thus they animated with the upper leg movement, because their 'bone' assignment was still to the upper leg. Congrats on figuring it out! :)
KiaraRawks
7th Nov 2005, 12:38 AM
Thx, it wasn't that hard. I knew it would animate wrong, I just thought someone could help me adjust the animation.
tiggerypum
7th Nov 2005, 05:01 AM
The problem is you cannot adjust animation with simple meshtool. The different tools all have their particular limitations, pros and cons. You need to use the advanced meshtool (I use it with smd files) or bodychop by wes if you want to change bone assignments. You can also add new points to your meshes with them, as you can give the new points bone assignments.
But anyway, that's why no one told you an easy fix, there isn't one. Each time you start a project, you need to choose carefully which tools you want to use, because for the most part, meshes edited with one of the tools cannot simply be moved to another.
KiaraRawks
7th Nov 2005, 11:47 AM
I know I cant do that with a simple meshtool. That's why I said I was hoping someone could help me with the animation. I didnt know how to edit the animation or what tools, reason like I said before, someone could help me or show me. ^_^
acid_gurl
7th Nov 2005, 12:13 PM
i did exactly in the tutorial.so,i checked my preview in the simpe.i saw the mesh the way i wanted.but, it didn't come out right in the bodyshop.it still looks the same as usual.i tried using simpe 0.15,but it didn have export object like in simpe 0.5.i still wonder what's wrong ...which part did i do wrong?
PAF
7th Nov 2005, 02:47 PM
Which program are you useing?I have heard of some people haveing this problem when useing programs other than Milkshape.If that is not it let me know and I will try to help.
mininessie
7th Nov 2005, 04:04 PM
thanks i prefer made my own meshes.but i donīt know .
lizzybeth1
7th Nov 2005, 06:21 PM
Bah. This is what I get in MilkShape. (Remember, I followed a hair mesh tutorial.)
There's like... no hair. And the file shows fine in BodyShop.
http://i7.photobucket.com/albums/y292/orenjipeachii/Sims%202/uhoh.jpg
That happened to me, i'm a beginner too so maybe i can help, maybe i can't, but i found that happened because you didn't select all the files for export. If you go back and open up you mesh, there should be a list of 3 items, one will be checked and the otehr 2 unchecked, check them, then export and try milkshape again.
If that works, please do me the favour of letting me know how you get the finished mesh in to the game, i still haven't been able to do it :sadpanda:
Thanks
LIZ
Xianah
7th Nov 2005, 06:50 PM
I really wish i could even start to mesh for ts2.. I really miss it, i used to love meshing for ts1... but I just cannot follow these tut's at all :( I must be getting stupid as I get older... I really really need an idiots guide... that assumes you know nothing.
I find all of this soooo confusing... am I destined never to be able to mesh for ts2, i think so :(
ah well.....
acid_gurl
8th Nov 2005, 04:46 AM
well..i use milkshape.even if i try to ruin the mesh in the milkshape,i still get the same thing in body shop like nothing happen.i wonder which i did wrong?and uh...the 2nd part thing,no.5, wds said after ignore the gray thing,we save it or just ignore. and make a new folder in where?im curious to know whether i did mistake in this part?and oh..to move the hangy thing behind the gown...how?because ive tried so many things.but still, nothing happen in the body shop.
PAF
8th Nov 2005, 05:33 AM
Make sure that you got parts 3 and 4 correct in particular extracting the mod cres and mod shape after you fix integrity.If you miss a step here there is nothing to point the texture to the new mesh.
Also make sure you are not looking for changes in your saveed projects.Look in build sims or create start new project(Your new mesh should be the first one in the catagory that you saved it back into the game as).
Also the new folder that you create can be anywhere on your computer it is just to keep all the parts that you need in one place.
acid_gurl
8th Nov 2005, 08:12 AM
i did it!After fixing my mesh many times thank u so much, PAF.i wish i could kiss u!hahaha!joking..now,i know that if i want to look at my result i have to look build sims and create new project..tq again
Aya
8th Nov 2005, 10:19 PM
That happened to me, i'm a beginner too so maybe i can help, maybe i can't, but i found that happened because you didn't select all the files for export. If you go back and open up you mesh, there should be a list of 3 items, one will be checked and the otehr 2 unchecked, check them, then export and try milkshape again.
If that works, please do me the favour of letting me know how you get the finished mesh in to the game, i still haven't been able to do it :sadpanda:
Thanks
LIZ
Hey, thanks! I'll try that.
Helaene also said that I might have exported the toddler hair file... I dunno, I can't tell them apart. I just chose one.
Aya
8th Nov 2005, 11:47 PM
Okay! I got everything right, but when I open it in MilkShape, I have no idea what to do. I don't know where to start. I can't tell what is what...
Aikagi000
10th Nov 2005, 08:34 AM
I'm new to this whole meshing thing. Now correct me if i 'm wrong, but is milksape the only program that would work fot this? I've tried various 3d programs to export .obj but the mesh tool keeps telling me that the vertex normals are missing. I tried doing it in milks shape but uuuuugh is it a pain to use for me. I personaly am a lightwave person to the differences in the interface is light years apart. =( can any one shed light on this vertex issue?
Katyrae79
10th Nov 2005, 12:05 PM
Could someone help me? I went throught this whole tutorial(which is excellent by the way) and at the end when I went to look at the mesh in bodyshop the pants were not where they were suppose to be. They were actually at the bottom of her feet jutting out like they were laying on the ground. I did not delete any of the vertices and I went back through steps 30-45 and still can not get it to work. Anyone have any ideas of what I did wrong?
IgnorantBliss
10th Nov 2005, 01:40 PM
Could someone help me? I went throught this whole tutorial(which is excellent by the way) and at the end when I went to look at the mesh in bodyshop the pants were not where they were suppose to be. They were actually at the bottom of her feet jutting out like they were laying on the ground. I did not delete any of the vertices and I went back through steps 30-45 and still can not get it to work. Anyone have any ideas of what I did wrong?
It doesn't say it in the tutorial, but on step 27, when you export your mesh, you should make sure that, in GMDC, below the Models list, the Order is set to XYZ and not XZY.
glhrsh88
10th Nov 2005, 01:45 PM
i need some help... i'm completely new in the mesh bussiness, but i downloaded simsEP version 0.50.alot of numbers, now i downloaded it today, so i'm sure it's newer than version 0.32... but i got stuck on stage 14 because i can't find a "PLUGINS" menu, and there's no "fix integrity"... it says in the tutorial "if there is not a fix integrity....you need a new version of simEP". Do I? Or am did i miss it?
SnowStorm
10th Nov 2005, 01:48 PM
Could someone help me? I went throught this whole tutorial(which is excellent by the way) and at the end when I went to look at the mesh in bodyshop the pants were not where they were suppose to be. They were actually at the bottom of her feet jutting out like they were laying on the ground. I did not delete any of the vertices and I went back through steps 30-45 and still can not get it to work. Anyone have any ideas of what I did wrong?
When you exported the obj you have to use the xyz setting. Sounds like you might have had the xzy setting.
IgnorantBliss
10th Nov 2005, 01:50 PM
i need some help... i'm completely new in the mesh bussiness, but i downloaded simsEP version 0.50.alot of numbers, now i downloaded it today, so i'm sure it's newer than version 0.32... but i got stuck on stage 14 because i can't find a "PLUGINS" menu, and there's no "fix integrity"... it says in the tutorial "if there is not a fix integrity....you need a new version of simEP". Do I? Or am did i miss it?
Got to Tools -> Object Tools -> Fix Integrity. You can also add the button to the top bar with the Add Or Remove Buttons action.
SnowStorm
10th Nov 2005, 01:50 PM
i need some help... i'm completely new in the mesh bussiness, but i downloaded simsEP version 0.50.alot of numbers, now i downloaded it today, so i'm sure it's newer than version 0.32... but i got stuck on stage 14 because i can't find a "PLUGINS" menu, and there's no "fix integrity"... it says in the tutorial "if there is not a fix integrity....you need a new version of simEP". Do I? Or am did i miss it?
Fix Integrity is under the Tools, Object Tools, Fix Integrity. You can also add it to the tool bar by clicking the little down arrow.
The plugins menu is now under Extra, Preferences. But you should not need to touch it.
glhrsh88
10th Nov 2005, 01:51 PM
thanks alot!!!
i'll be getting back to working on this now- i may come back with additional questions ;)
glhrsh88
10th Nov 2005, 04:06 PM
Thanks soo much for this tutorial... i've wanted to learn how to make my own meshes for a very long time, and this turotial is really good and very easy to understand...
i just need to read one about milkshape, because that programme seems impossible to use :insane:
Katyrae79
10th Nov 2005, 09:23 PM
Thank you SO much for the help IgnorantBliss and SnowStorm.
morten8035
11th Nov 2005, 01:43 PM
tryed to download the mesh tool but it don't work :(
Aikagi000
11th Nov 2005, 09:33 PM
I'm not sure where this goes cause this topic has flown all over the place. I have found the workaround for Maya. well Maya 7 at least. It has the ability to import the obj and export it WITH vertex normals. However, the format of the data is different to what simpe puts out.
To get around this, import the new Maya obj into Milkshape then immediately export it. Milkshape will clean up and reorganize the data.
Now this is the key part that will get it to work:
Open both the ORIGINAL simpe mesh and the Milkshape mesh in notepad and place them side by side (or top and bottom what ever suits you. Just as long as you know which window has what). Then edit the Milkshape data to match the format of the simpe data EXACTLY. This means deleting any line that's not in the simpe data (triangle counts, g default, material referances, etc etc.) basicaly the only thing you will not touch is the actuall number values. You're simply just moving the sets around.
Just to give a quick sample, the order should be as following:
#wavefront OBJ exported by milkshape 3D
#object number: 0
#vertexlist ref: 0
g top
ALL v's
ALL vn's
ALL vt's
# number of polygons: [what ever the number is]
# vertssofar: 0
# totalvertices: [what ever the number is]
# vertGroupStart: 0
ALL f's
and that is it. nothing after the f's
i'm sure someone may have posted this some where but damned if I could find it. perhaps there should to be a ref post in here with links to OBJ related stuff for each 3d prog. that's my two cents tho.
guest
12th Nov 2005, 08:51 AM
I can't find Instance Filter anywhere! I have SimPE 0.50, and there's NO instance filter at all! HELP PLEASE! I want to create a mesh but I can't now. Why? :(
Distant Eyes
12th Nov 2005, 11:07 AM
I have a question about step 4. the name (dtsring) does'nt say 'afbodydresslongloose_grayline' like it says it should in the tutorial, it says 'afbodydresslongloose_blackline'. Is this a problem?
Im using Sim PE version 0.50, so the pictures dont match up to well....well, for a beginner anyways.
Please Help *lol*
lizzybeth1
12th Nov 2005, 11:16 PM
Okay! I got everything right, but when I open it in MilkShape, I have no idea what to do. I don't know where to start. I can't tell what is what...
I'm with you here!! Milkshape is not a user friendly program, i appreciate that changing meshes will be trying, but the program itself! Agh!! I have done two things, but can't get them back into the game, my trial 30 days is disappearing fast!!
LIZ
SnowStorm
13th Nov 2005, 12:48 AM
I have a question about step 4. the name (dtsring) does'nt say 'afbodydresslongloose_grayline' like it says it should in the tutorial, it says 'afbodydresslongloose_blackline'. Is this a problem?
Im using Sim PE version 0.50, so the pictures dont match up to well....well, for a beginner anyways.
Please Help *lol*
No, that is the mesh_color you should be fine.
I'm with you here!! Milkshape is not a user friendly program, i appreciate that changing meshes will be trying, but the program itself! Agh!! I have done two things, but can't get them back into the game, my trial 30 days is disappearing fast!!
LIZ
Actually Milkshape is one of the easiest programs to use, especially if you are only moving vertices. My suggestion is to do a couple Milkshape tutorials to become comfortable with it.
SnowStorm
13th Nov 2005, 12:58 AM
I can't find Instance Filter anywhere! I have SimPE 0.50, and there's NO instance filter at all! HELP PLEASE! I want to create a mesh but I can't now. Why? :(
Attached are pics of where it is.
teenie
13th Nov 2005, 02:05 AM
i have a bid problem. my computer wont let me open up body shop. it terminates before it even starts. what do i do?
daddyslitangel2000
13th Nov 2005, 06:31 PM
Note: I like to check in bodyshop now to see if my temp skin is showing up in bodyshop. If it is, I can go on. Your mesh hasn't been modified yet, so you don't know if it's actually grabbing the new one, but the important thing is: if it isn't showing up you messed up. Go back and double check steps 17 and 20-23.)
Ok after about 20 attempts i think i a about ready to pull my hair out. I do everything right to step 25. But i am wondering 1 thing how many custum meshes are there suppose to be? I went to create parts created the exact same dress the brianna uses in her tut reimport it to the game. then do step 1-25 correctly. I then open body shop and i only see one outfit the one that i reimported at the beginning. Is there suppose to be another or just that one?
SnowStorm
13th Nov 2005, 06:45 PM
Note: I like to check in bodyshop now to see if my temp skin is showing up in bodyshop. If it is, I can go on. Your mesh hasn't been modified yet, so you don't know if it's actually grabbing the new one, but the important thing is: if it isn't showing up you messed up. Go back and double check steps 17 and 20-23.)
Ok after about 20 attempts i think i a about ready to pull my hair out. I do everything right to step 25. But i am wondering 1 thing how many custum meshes are there suppose to be? I went to create parts created the exact same dress the brianna uses in her tut reimport it to the game. then do step 1-25 correctly. I then open body shop and i only see one outfit the one that i reimported at the beginning. Is there suppose to be another or just that one?
If I recall correctly, at that point you will only have one, because what you are seeing in bodyshop are your texture files. So if you started off, and created a new project, then did the stuff to link that new project to the new mesh, you still only will see that one. I think I had to "create parts" so see the new mesh properly (instead of load project).
daddyslitangel2000
13th Nov 2005, 07:43 PM
snowstorm,
ty so very much now i know i am not going crazy. That helps me so very much.
litangel
PAF
14th Nov 2005, 12:08 AM
There will be just that one and threre will be no change in it until you get to the step where you import changes.If you make a mistake in assigning the texture then your import will show one of the Maxis defaults instead of what you imported.
Illuminos
14th Nov 2005, 01:51 PM
heya everyone. after following the german translation of this tutorial i was so confused. i tried 3 times and only the last attempt worked - sort of.
due to some not-well-defined translation issues, like "save it here, save it there,save it again." Oo;;
then i tried this one. worked right away.
but i somehow have a problem, or better the clothes have a problem.
i used the robe which brianna referred to in the tutorial, but at the end that dress was lying on the floor.
in the body shop the head was where it is supposed to be but the dress was lying down. (as well as the rest of the body).
how does that happen?
(same problem with a skirt i tried with the german version)
*edit*
i found this in another meshing thread: might solve the problem!!
When I recently made an armoire according to one of these tutorials, everything else worked as expected, but the armoire was lying on its back on the ground in the game. I solved the problem by rotating the mesh in Milkshape after UV-mapping (around the Origin, X 90 Y 0 Z 180 degrees). I don't know why it happened in the first place because I created the mesh to the same orientation as the new one, but at least simple rotating fixed it.
tiggerypum
14th Nov 2005, 02:18 PM
Illuminos, yes that was the issue.
For some reason Simpe sometimes has the default as XZY instead of XYZ.
You can either try to fix the orientation of your mesh in milkshape - or you can follow these steps.
From inside simpe - export your new mesh as an obj again with the setting XZY
Run it through meshtool again
Import the new gmdc into Simpe.
What this does is undo the original flip. Cool eh?
In the future, make sure XYZ is checked when you export your obj file and you'll be fine.
morten8035
14th Nov 2005, 02:19 PM
to WDS BriAnna:
did you know a norwegian tutorial?ŋ
guest
14th Nov 2005, 03:23 PM
Maybe I'll translate this tutorial in Lithuanian :) of course, if someone needs it
Illuminos
14th Nov 2005, 03:30 PM
Illuminos, yes that was the issue.
For some reason Simpe sometimes has the default as XZY instead of XYZ.
You can either try to fix the orientation of your mesh in milkshape - or you can follow these steps.
From inside simpe - export your new mesh as an obj again with the setting XZY
Run it through meshtool again
Import the new gmdc into Simpe.
What this does is undo the original flip. Cool eh?
In the future, make sure XYZ is checked when you export your obj file and you'll be fine.
okay, fixing in milkshape is confuding - again - now the arms are screwed and the dress is only shown til the half (lower body is missing completely XD , and there's a lot of space between the head and the neck (starts at hip - height).
so if i always export as XYZ that will not happen again?
or do i always need to use the meshtool twice?
i'm pretty new at meshing and i'm german ^^;.
perhaps you could PM me the steps from the POINT when i'm done with milkshape. (not sure bout the whole rotating thing now <<;)
Illuminos
14th Nov 2005, 03:30 PM
oy, double post >.< :sorry:
wooohooooo i did it!! YAY!! thx tyg :nod:
though the milkshape views are totally screwed now XD XD but that's not really a problem ^^
KiaraRawks
14th Nov 2005, 06:03 PM
Does anyone know if I use a mesh that came with Nightlife and altered it, will it work with all expansions and the original game only?
tiggerypum
14th Nov 2005, 07:01 PM
Illuminos, I'm glad you got it to work! If you watch for that xyz thing (and be sure it's xyz) when you first export the obj file, you shouldn't have to deal with this particular problem again.
KiaraRawks - all clothing meshes in the game are treated the same way - so a new mesh you create (whatever the source) should work for everyone.
Illuminos
15th Nov 2005, 10:43 AM
Me once more. XD XD
okay after i managed to change a mesh i have some questions:
- the mesh has to stay in the download-folder, that's not a question.
- the files in "my created folder for all the simpe-files" - can i delete those?
- the very first file, created in bodyshop and saved in "saved sims" what about that? does it have to stay there or can it be deleted?if it is the changed one using 'my mesh' , can it be put in the downloads folder too?
i'm asking because i want to recolour my own mesh.
which will be in the project folder for a while before it's finished.
but to change the colours etc i need an original of my mesh. (confused)
is it the 'saved sim'?
SnowStorm
15th Nov 2005, 01:15 PM
Me once more. XD XD
okay after i managed to change a mesh i have some questions:
- the mesh has to stay in the download-folder, that's not a question.
- the files in "my created folder for all the simpe-files" - can i delete those?
- the very first file, created in bodyshop and saved in "saved sims" what about that? does it have to stay there or can it be deleted?if it is the changed one using 'my mesh' , can it be put in the downloads folder too?
i'm asking because i want to recolour my own mesh.
which will be in the project folder for a while before it's finished.
but to change the colours etc i need an original of my mesh. (confused)
is it the 'saved sim'?
You need to have atleast one "texture" package for your mesh, in order to recolor your mesh. You can then create a recolor of your clothing (by doing create new parts, and selecting the first/temp one you made). Once you have a good recolor "texture" package, you can delete the original "texture" package if it wasn't a good texture.
guest
16th Nov 2005, 04:55 PM
Everything ends at step 27. When I try to open gmdc SimPe simply crashes. It shows Please Wait... all the time. I've done everything I could: closed all other programs, restarted my computer, tried day after day... Nothing changed. It still shows the same annoying "Please Wait...". 20 minutes... half an hour... an hour... I can't wait longer! Can you help?
Stimy
17th Nov 2005, 01:04 AM
When I try to edit a mesh I downloaded it reverts back to the one they cloned to create their mesh with. No matter how accuratly I follow the tutorial I get pants instead of shorts. What am I doing wrong? Do I have to extract files from their mesh file instead of the maxis' files? If so how? I tried and it made bodyshop crash.
tiggerypum
17th Nov 2005, 01:43 AM
Stimy you cannot edit a mesh that someone else has edited. You can't extract it, because all the mesh editing tools create working meshes, but the meshes do not actually have identical parts to meshes that Maxis have created.
You must start with an original Maxis mesh if you want to edit a mesh.
MenaSims2005
17th Nov 2005, 04:32 AM
question: on step number 4 it says "click on property set n the 'Packed Files' window." Where is the packed files window? (I guess I must have a different version of SimPE.. :S)
PAF
17th Nov 2005, 04:56 AM
Maybe this will help.Things have changed alot.
Sims2Violet2
17th Nov 2005, 12:56 PM
I cant find the "Export to OBJ" button.!
SnowStorm
17th Nov 2005, 01:32 PM
I cant find the "Export to OBJ" button.!
It's is now an "Export" Button, you then pick what export type you want in the drop down box.
Sims2Violet2
17th Nov 2005, 01:45 PM
where is the "Export" button?
SnowStorm
17th Nov 2005, 01:54 PM
where is the "Export" button?
On the 3d Mesh tab of the GMDC.
Sims2Violet2
17th Nov 2005, 02:01 PM
Thank you so much snowstorm!
Sims2Violet2
17th Nov 2005, 02:06 PM
but when i click on the Geometric data Container it pops up this window that says: File or assembly name Microsoft.DirectX.Direct3D, or one of its dependencies, was not found. what can I do?
Sims2Violet2
17th Nov 2005, 02:08 PM
and i dont see the export button..
SnowStorm
17th Nov 2005, 02:18 PM
but when i click on the Geometric data Container it pops up this window that says: File or assembly name Microsoft.DirectX.Direct3D, or one of its dependencies, was not found. what can I do?
Try this thread (http://ambertation.de/simpeforum/viewtopic.php?t=1269).
Sims2Violet2
17th Nov 2005, 02:25 PM
now it works thank you so much!!!
acid_gurl
17th Nov 2005, 03:38 PM
i tried to make dress using sundress mesh.and i want to make in a high heels...i followed everything in the tutorial, but when i load it in bodyshop.the meshes were everywhere.like it's exploded.ugh!i'm so tired just trying to modify the dress abit.
and,how do u take screenshots from the bodyshop?
PAF
17th Nov 2005, 05:02 PM
It sounds like you have a problem with the rotation.to fix export your mesh again then reimport with mesh tool.
Next time change the XZY setting to XYZ before you export.
Stimy
17th Nov 2005, 11:23 PM
I don't get it. (call me blonde if you like ;) ) If mesh creators say that it is ok to remodel their meshes if credit is given due and that they don't conflict with their originals then why is it impossible to edit those meshes?
SnowStorm
17th Nov 2005, 11:36 PM
I don't get it. (call me blonde if you like ;) ) If mesh creators say that it is ok to remodel their meshes if credit is given due and that they don't conflict with their originals then why is it impossible to edit those meshes?
You can edit the mesh, but you need to import it into a newly made package & texture. Otherwise if you try to release what you edited you will overwrite what the original creator made.
acid_gurl
18th Nov 2005, 04:49 AM
It sounds like you have a problem with the rotation.to fix export your mesh again then reimport with mesh tool.
Next time change the XZY setting to XYZ before you export.
ok..xport in simpe right?the xyz in simpe?and reimport in simpe or milkshape or mts2 mesh tool?
PapaWolfChop
18th Nov 2005, 06:20 AM
im wondering if anyone can help me. im trying to modify some hair. im using this tutorial and the one posted here. http://forums.thesimsresource.com/showthread.php?t=278680
when i get to step 27 and actually open my file up in Milkshape to modify and edit - all that shows up is the the base of the hair. (??) the actual hair doesnt show up, its just similar to the shape of a head. is there a reason why the actual hair isnt showing up to edit? i've tried this now with several different types of hair, and every time i get this same result.
i've modified clothing just fine, but i cant get the hair to work. can anyone help or doesnt anyone else have this same problem?
SnowStorm
18th Nov 2005, 11:39 AM
im wondering if anyone can help me. im trying to modify some hair. im using this tutorial and the one posted here. http://forums.thesimsresource.com/showthread.php?t=278680
when i get to step 27 and actually open my file up in Milkshape to modify and edit - all that shows up is the the base of the hair. (??) the actual hair doesnt show up, its just similar to the shape of a head. is there a reason why the actual hair isnt showing up to edit? i've tried this now with several different types of hair, and every time i get this same result.
i've modified clothing just fine, but i cant get the hair to work. can anyone help or doesnt anyone else have this same problem?
Couple things to double check
1) Did you grab the adult hair?
2) Did you have all of the groups checked when you exported?
PAF
18th Nov 2005, 03:59 PM
Acid Girl sorry I wasn't very clear.Export a ,obj. with simpe then use meshtool on the new .obj. without changing anything.To fix the mesh you are working on do not change the setting in simpe before you export.
The next time you export a .obj (whether it is this mesh or another one) change the setting in simpe to XYZ.In milkshape your mesh will be laying on it's back but when you import it with meshtool it will be correctin game.
Hope I explained better that time.
vhgirl2390
18th Nov 2005, 06:28 PM
HELP! i cnat get thegmnd file outta sims04! i dont know how to do it cuz the resource node isnt there.....
tiggerypum
18th Nov 2005, 08:06 PM
I believe you probably didn't clear the "instance filter box"
That box makes only the specific thing that matches show.
OMG!Pwned!
18th Nov 2005, 09:17 PM
Please help! This may have already been covered in the thread but twice I have followed this tutorial with a mesh I am editing, and the result was exactly the same. I followed the tutorial word for word seriously, but when I check the mesh in BodyShop afterwards it's totally screwed! Please help me! All I'm doing is scaling one part of the model bigger and moving some other vertices around. I didn't delete a single one. I'm using Milkshape. In the screenshots I've added, I circled my mesh in yellow.
Screens:
http://img501.imageshack.us/img501/6315/screen17ks.th.jpg (http://img501.imageshack.us/my.php?image=screen17ks.jpg)
http://img509.imageshack.us/img509/3479/screen23gu.th.jpg (http://img509.imageshack.us/my.php?image=screen23gu.jpg)
daddyslitangel2000
18th Nov 2005, 10:28 PM
Please help! This may have already been covered in the thread but twice I have followed this tutorial with a mesh I am editing, and the result was exactly the same. I followed the tutorial word for word seriously, but when I check the mesh in BodyShop afterwards it's totally screwed! Please help me! All I'm doing is scaling one part of the model bigger and moving some other vertices around. I didn't delete a single one. I'm using Milkshape. In the screenshots I've added, I circled my mesh in yellow.
Screens:
http://img501.imageshack.us/img501/6315/screen17ks.th.jpg (http://img501.imageshack.us/my.php?image=screen17ks.jpg)
http://img509.imageshack.us/img509/3479/screen23gu.th.jpg (http://img509.imageshack.us/my.php?image=screen23gu.jpg)
OMG!Pwned!
when you exported it did you change the xzy to xyz. If you don't it will lay down. Search the tread its been discussed a couple of times. XYZ is right by the export button. It does xzy by default. Hopefully this helps :beer:
litangel
OMG!Pwned!
18th Nov 2005, 11:38 PM
^^^
Yep that's got it. Thanks man! :salute:
daddyslitangel2000
19th Nov 2005, 02:16 AM
^^^
Yep that's got it. Thanks man! :salute:
yvw i'm glad it helped. Now hopefully someone can help me.I've done this about 20 or so times trying to find an easy dress to mesh. I made this mesh(jpg1) so i use this mesh as afbodyshortdresswithshoes. I imported it correctly even unchecked poly in meshtool but i get this in bodyshope (jpg2) same gosh durn dress that i started with an exploding thumb nail
Can anyone help me. I thought i saw something like this earlier but i can't find it again.
litangel
lunarescence
19th Nov 2005, 03:03 AM
im not sure if this has been asked on this thread but if you want to edit meshes and stuffs how do you open it in blender?
acid_gurl
19th Nov 2005, 06:04 AM
i did two modified mesh.i used maxis short dress red...and i made into high heels and it worked.but,something's not right with the neck.why is that?
secondly,i used maxis sundress to make it into high heels.but,it shows its original mesh instead.can anyone xplains it?is it because the short dress is in heels and the sundress is in sandals?
tiggerypum
19th Nov 2005, 06:15 AM
okay. The neck this is a rounding bug in milkshape. Grab the points at the top of the neck and pull them up a bit, and resave your mesh, etc.
All the meshes work pretty much the same in terms of modifying them - if it had shoes or sandals makes no real difference.
There are a few steps that I think if missed could cause this.
Did you do the fix integrity part for your new mesh?
Did you make sure to follow the steps that have you open up the recolor (looks to me like you did make a recolor for the mesh) and put the ... I think it's the shape and cres (this by memory) into the recolor that's in your saved sims folder.
And lastly, is your new mesh being stored in your downloads folder, so that the game can find it?
acid_gurl
19th Nov 2005, 06:23 AM
tiggerypum,thanks..i'll look it up.maybe i did miss something.
PapaWolfChop
19th Nov 2005, 08:37 AM
Couple things to double check
1) Did you grab the adult hair?
2) Did you have all of the groups checked when you exported? have all the groups checked...what do you mean by this?
PAF
19th Nov 2005, 03:18 PM
Above the import\export buttons in the plugin view make sure all of the groups listed are checked.
acid_gurl
20th Nov 2005, 06:03 AM
i finally got it for my 2nd original mesh(1st was from the tutorial)!thnkx wdsbrianna..very good..though it gave me a headache... doing the 2nd one...
but still,i have one problem.i tried to make high heels..and i got this weird lines on her legs..how to fix this?how to get it smooth nicely shaped?...
and this dress..its hard to make the mesh.so,i did it myself like this.u think it's ok?bcos if i follow exactly in the dress..that would be very hard...maybe u guys haf any idea to make it better...duh! what the hell im talking about!
I-Candy
22nd Nov 2005, 03:25 AM
Okay. I have a problem. I wrote down these instructions (So I didn't have to keep going back and forth from internet to SimPe). Well my first issue is that for the Shape, Geometric Data container, and Geometric node, when I was doing steps 5-7 they didn't have 'resource node' on the right hand side. They had the name of what they were, like shape node was for shape... Which didn't seem like a problem. Well there was no instance filter box at the top right, as it says in this thread. There was one in the plugin view, but when I clicked on the name of the package (ftbodyathleticjersey) it came up in the plugin view. I didn't erase it as it says because there were other options above and below the instance filter. I completed all of step number 9. But when I got to step 10, it says, "Click new in SimPe. Leave long index checked". When I clicked new, I got a clear screen, and nothing called long index to be checked. So I said, okay, I'll just skip that step. My screen doesn't look like the one in this tutorial. So I figured that step was outdated. Then I go to step 11. It says, 'Make sure the instance filter box is empty'. And I have no instance filter box. It says, 'Type, Group, Instance High, & Instance'. But none of them are boxes. There's no place for me to type anything in. If I click on any of them nothing happens. I try to go to step 12. Where exactly are the 'packed files'? I haven't seen them in my simpe. Somehow I manage to get through step 13. Don't ask me how (I have a bad memory), all I know is that as I am reading the tutorial I wrote down my name for this step. I go to step 14, where it says 'Fix integrity'. It's not there. There's nothing in the plugin view. That screen is blank. Can someone please help me? Because I feel like I am missing something. :(
SnowStorm
22nd Nov 2005, 03:36 AM
Okay. I have a problem. I wrote down these instructions (So I didn't have to keep going back and forth from internet to SimPe). Well my first issue is that for the Shape, Geometric Data container, and Geometric node, when I was doing steps 5-7 they didn't have 'resource node' on the right hand side. They had the name of what they were, like shape node was for shape... Which didn't seem like a problem. Well there was no instance filter box at the top right, as it says in this thread. There was one in the plugin view, but when I clicked on the name of the package (ftbodyathleticjersey) it came up in the plugin view. I didn't erase it as it says because there were other options above and below the instance filter. I completed all of step number 9. But when I got to step 10, it says, "Click new in SimPe. Leave long index checked". When I clicked new, I got a clear screen, and nothing called long index to be checked. So I said, okay, I'll just skip that step. My screen doesn't look like the one in this tutorial. So I figured that step was outdated. Then I go to step 11. It says, 'Make sure the instance filter box is empty'. And I have no instance filter box. It says, 'Type, Group, Instance High, & Instance'. But none of them are boxes. There's no place for me to type anything in. If I click on any of them nothing happens. I try to go to step 12. Where exactly are the 'packed files'? I haven't seen them in my simpe. Somehow I manage to get through step 13. Don't ask me how (I have a bad memory), all I know is that as I am reading the tutorial I wrote down my name for this step. I go to step 14, where it says 'Fix integrity'. It's not there. There's nothing in the plugin view. That screen is blank. Can someone please help me? Because I feel like I am missing something. :(
Wow lets see here:
5-7) Yes what displayed was changed, but you should be fine.
9) Instance Filter (http://forums.modthesims2.com/showthread.php?p=845860#post845860)
10) Yes it no longer prompts.
11) See above
12) Packed files are the files listed on the right hand section.
14) Fix Integrity (http://forums.modthesims2.com/showthread.php?p=841266#post841266)
It's not referring to the plugin view, it's referring to a plugin menu that used to exist.
Also if you have problems with the export look here ( http://forums.modthesims2.com/showthread.php?p=853844#post853844)
SnowStorm
22nd Nov 2005, 03:39 AM
i finally got it for my 2nd original mesh(1st was from the tutorial)!thnkx wdsbrianna..very good..though it gave me a headache... doing the 2nd one...
but still,i have one problem.i tried to make high heels..and i got this weird lines on her legs..how to fix this?how to get it smooth nicely shaped?...
and this dress..its hard to make the mesh.so,i did it myself like this.u think it's ok?bcos if i follow exactly in the dress..that would be very hard...maybe u guys haf any idea to make it better...duh! what the hell im talking about!
Try selecting the shoe vertices, unweld and reweld. That can sometimes help.
Zenman53186
23rd Nov 2005, 04:05 AM
Okay, my turn to claim insanity. I've been working on creating custom meshes and skins for meshes for a number of weeks. I've been using this tutorial and a couple of others.
I have had limited success. I have been able to create a package file with the Maxis geometry file defaults, replace the mesh, and by doing so replace the default mesh in the game with mine. Cool.
I have been able to take a new mesh that a different artist made, replace their mesh with one I modified, and have my new mesh show up in the game (with the default texture that came with the mesh). Still cool.
I've been able to create a package file with Maxis defaults, use "Fix Integrity" to rename the files, take a skin package someone else made, point it to my mesh package, and have my mesh with their skin show up in my game. Nicely cool.
What I can NOT do, after weeks duration and many hours of applied time, is get a #&!@#$ skin package *I* create to point to one of my meshes. :mad:
It might be because of this:
I have used a number of tools to create a skin package: BodyShop, DatGen's Clothing Cloner, and SimPE's Skin tool, and every package shows me the following in SimPE for the 3DID Referencing file:
Resource Node
Shape
Material
For every package file that someone else created, and I've been able to modify successfully, SimPE shows for the 3DID Referencing file:
Resource Node
Shape
Material
UI Data
Text Lists
Collection
Property Sets
No tool I've used yet to create the skin package file creates it with the 3DID Referencing file having the above list. I can't help but think this is the reason my attempts have failed.
SO...why don't the tools I use create the same package files that I see in the downloads I get?
Could this be the reason my attempts at creating my own files has failed?
PAF
23rd Nov 2005, 05:03 AM
Once you have made your mesh use bodyshop to export it again.Then you should be able to make a skin however you want.If this is not the problem then I am not sure because that is how I have always done it.
Doc Doofus
23rd Nov 2005, 12:25 PM
Argh... This is crazy!
Okay, I followed the instructions, but I did it for the afshortskirtshoes mesh instead. After I inserted the Milkshape-edited .obj back into the .package file, it looked totally botched in Bodyshop. Jagged lines sticking out everywhere.
Okay. I figured I must have made a mistake in Milkshape. But... JUST FOR FUN, I followed the directions for replacing the mesh using the same .obj that I created before and was to use as the starter to Milkshape. Unchanged from the Simpe Export. It should be like it was never changed, right?
No, I got THIS! This is strange. In the photo, if you can make it out (kinda dark, I know), the skirt and legs of the figure are laying flat down and horizontal on floor of the Bodyshop screen, almost perfect, except for it's strange, disembodied horizontal position.
Again, this is the original .obj I exported, before Milkshape. I assume that I messed up somewhere in the importing or exporting steps.
Please advise if this has a simple explanation or if it has been seen. This is a very long thread to plow through.
PAF
23rd Nov 2005, 02:26 PM
Read post#1161 on page 147 of this thread.
LiquidFire
23rd Nov 2005, 05:24 PM
I try and try and try but I just get stuck :(
Doc Doofus
24th Nov 2005, 02:44 AM
Paf, thanks for explaining that! My problem is that somehow I exported it as XZY rather than XYZ. (Either that was the default or I clicked something I shouldn't have.)
I tried exporting the starting mesh from scratch, again, as XYZ, and reimporting, and it looks normal now.
HOWEVER... My problem now is this: I have put a lot of effort into making my edited mesh using Milkshape on the first XZY export. Is there a way using Milkshape or Delphy's tool or Simpe to import that much-edited .OBJ file back into my Mesh file as XYZ? Is there any way to flip the axes?
Doc Doofus
24th Nov 2005, 03:09 AM
Ah... Nevermind. I was able to flip the axes using Rotate in Milkshape. (Took a little diddling around, but it basically worked).
However, when I view it now in Bodyshop, it ALMOST looks perfect. Rather than post a pic, I'll just describe it. Almost perfect... Except for jagged planes stretching out into eternity at a few places. I was trying to improve the heels on the shoes. I'll go back and work on that some more.
PAF
24th Nov 2005, 03:56 AM
The easiest way to fix a mistake in rotation is reexport the mistake XZY again then put it back through meshtool again and then it will be right.
Astymma
24th Nov 2005, 06:53 AM
Managed to complete this tutorial successfully using Art of Illusion (http://www.artofillusion.org/) as the 3D editor. After exporting the mesh to an obj (use XZY), you need to define a dummy material definition file (MTL) for the mesh. In a plain text file put the following (change top or bottom for body in the file if it is a top or bottom being designed instead of an outfit for the whole body).
newmtl body
Kd 1 1 1
map_Kd body.jpg
Ks 1 1 1
Ka 0 0 0
illum 2
Ns 100
Save this file as body.mtl (or top.mtl or bottom.mtl depending). The JPEG image file referenced should be the same size as the actual texture the mesh uses. You can use any image file, I prefer grabbing the actual texture image from the projects/project_name directory exported by bodyshop. Obviously you need to convert it to a format AoI understands (most ubiquitous being JPEG).
Once you have the image file (named body.jpg, top.jpg, or bottom.jpg depending), you'll have to also edit the obj file to reference the new MTL file and use the texture. Most obj files begin like so:
g body
v -0.921 0.06285 1.52598
v -0.91751 0.0731 1.52638
v -0.92347 0.06908 1.52212
v -0.88385 0.06756 1.52977
...
Edit the file to look like so (change top or bottom for body in the file if it is a top or bottom being designed instead of an outfit for the whole body):
mtllib body.mtl
usemtl body
g body
v -0.921 0.06285 1.52598
v -0.91751 0.0731 1.52638
v -0.92347 0.06908 1.52212
v -0.88385 0.06756 1.52977
...
Now you can open the OBJ file in AoI and it will import the UV definitions and the texture along with the mesh. When exporting your OBJ file back out from AoI, choose the option to export the material definitions to an MTL file and choose the export texture dimensions to be the same size as the texture that will be used in the package file.
At this point you can delete all the files (AoI exported MTL and JPG, MTL and JPG used to import to AoI) except for the mesh exported from AoI which should now include all the UV definitions required. You can also edit the obj file to remove any "mtllib" and "usemtl" lines to clean up the file if you want but I've yet to see this adversely affect importing using the mesh tool.
Without doing these steps, an obj *with* UV definitions imported into AoI and then immediately exported will contain no UV information. You could, of course, assign a texture and UV mapping while in AoI and export that but this is much simpler and retains the original UV mappings from the game.
Doc Doofus
24th Nov 2005, 08:12 AM
Ah I got it to work! Finally!
It's not easy stuff, and there are very minor glitches in the instructions, but it got me through the process, with a little help from PAF, above. :)
Next question:
I modified the afbottomshortskirtshoes mesh in my new mesh so it has higher heels. (I did a good job on it, too, if I say so, myself.) It looks fine on the skin I created and any new ones I base on it.
HOWEVER... Let's say I want to replace the DEFAULT mesh for "afbottomshortskirtshoes" that the game pulls out of the Sims3D folder at runtime. But I don't want to tamper with the Sims3D folder. And I don't want to manually go through and create new projects for all the default skins that use that mesh. Is there a way to do that? What I am asking is, is there a way to replace the default mesh for all default skins using that mesh without tampering with the big package files?
One advantage of doing it this way is that all the hundreds of Sims and townies that are using the Maxis mesh could be changed instantly to use my mesh. That would be pretty damn cool.
Please advise if there is a way to do this.
I took at a shot at it just now by following all the same steps as in the tutorial, but skipping the "Fix Integrity" step. The default skins in Bodyshop appear unchanged. So no luck with that idea.
acid_gurl
24th Nov 2005, 10:15 AM
i modified a few in this mesh...but i dont get it..somethings wrong with the sims hand..i had to redo 3 times...but i still get this result.i did other meshes..but no problem xcept for this.anybody care to tell me how to fix this?i did everhting exactly in the tutorial..
tiggerypum
24th Nov 2005, 06:39 PM
Curious. My suggestion is that you do your edits in small steps. Start again with the fresh obj, edit it and move *1* point, like an obvious one on your skirt, then save it with a numbered name (like dress1) and use meshtool and simpe and then go look at the results. Assuming that it is still fine, make a small amount of edits, save as dress2, dress3, and so on, and test after each set - so that you can back up to your previous version if something goes wrong.
Are you deleting or adding any points to this mesh? You may not do that with meshtool, you may only move them.
PAF
24th Nov 2005, 08:33 PM
Doc I haven't tried to do that but I think there are some tutorials on replaceing the defaults.
ronaldlc
25th Nov 2005, 06:48 AM
Can anybody explain how to edit meshes with multiple groups?(example: the pj shortdress, the polenesian skirt) I don't have any problems with meshes with only one group but everytime i edit meshes with multiple groups, i get meshes that fly all over the place. Any other tutorials that covers this? thanks
Doc Doofus
25th Nov 2005, 06:41 PM
PAF, it worked!
I found a little tutorial on it on MTS2 here. Unfortunately, I had to find it through Google, and the actual post on MTS2 was gone. Fortunately, Google still had it in the cache.
Okay, the trick to replacing a game default mesh is to 1) Leave all names alone. and 2) Don't use Fix Integrity. I thought I had done part 2, but apparently I hadn't. Redoing it from scratch without running Fix Integrity allowed me to change all the afbottomshortskirtshoes skins that come with the game.
I'm going to tweak the mesh a little before uploading pics.
TheClaws
26th Nov 2005, 07:28 AM
Ok i don't want to come across as rude or annoying but, i don't want to go through 48 pages of comments looking to see if my question has already been answered. I figure the answer to it is pretty simple but i don't know it as i'm only new to this. Everything has been working fine btw your tutorial is great. But when i go to save my file at the end of step 25. It says it won't save due to the file being write protected. I have no idea what that means or how to change it. Please if it's not too much trouble, let me know :)
tiggerypum
26th Nov 2005, 10:05 AM
Uhm, no this is not a usual question. My guess is that you were running The Sims or Bodyshop at the same time? You should only be at any given moment running either Simpe, The Sims *or* Bodyshop.
Doc Doofus
26th Nov 2005, 12:56 PM
Need advice... This is probably a milkshape problem, but I'm not sure.
I followed the instructions. I have a very, very nice mesh, now! The only problem is that it seems kind of angular and sharp-edged. There are no pixels out of place, no weird things jutting out. But if you look at the two before, and the two after pictures at the bottom, you'll see what I'm talking about.
The legs of the original mesh, on the left, look smooth. The legs of the modified mesh, on the right, seem to have a straight creases down the sides. The angle of the light is important, so it's not that obvious in Bodyshop, but this "creased" look is noticeable from other angles as well.
The only pixels changed were of the feet and the ankles, up to about half-way down from the knees. Yet the crease effect goes up to the thighs.
I looked at the original mesh again in Milkshape. It's hard to tell in Milkshape's half-shade mode, but the leg meshes (above the ankels) appear to be identical before and after.
Is it something to do with a setting perhaps? Perhaps something is telling it not to smooth out the angularity of the faces during rendering of this mesh? Please advise.
PAF
26th Nov 2005, 02:25 PM
Doc I'm sorry but I don't have an easy fix for this one.You need to make sure that you don't have auto smooth checked before you do anything.An unweld all then weld all would fix it but that messes up meshtool for some reason.
Doc Doofus
26th Nov 2005, 02:59 PM
Ahhhh... Okay, okay...
I read the instruction about unchecking autosmooth, but I couldn't find it anywhere. I looked all over for it, and it was checked all right. Under one of the other tabs. Not very easy to find unless you really hunt for it or already know where it is.
Jeez... Okay... I will start over again from scratch. It should be easier now, having done everything twice so far.
I also tried the unweld/weld idea of yours. Meshtool and Simpe imported it fine, but it looked totally botched in bodyshop. So you were right about that not working.
kebrus
27th Nov 2005, 12:40 AM
hi, I'm new to this things, and i have followed this tutorial and i had no problems at at doind it, but i still have a doubt... this tutorial teaches how to "change" an existing mesh, but what happends if want to make my own mesh? my own polygons? what do i have to do? because with this (i didn't test it yet) most probably the animations would be gone right? for example can i make my own mesh and assign the existing animations in sims to it? or do i have to make my own animations?
where do i start? any tutorials out there? cause i didn't find anything yet...
thx in advance
PAF
27th Nov 2005, 01:29 AM
No you won't lose any animations with the meshtool it rebuilds the GMDC based on the original that is why you can't add or delete any vertices or faces.
kebrus
27th Nov 2005, 01:43 AM
sorry.. but i didn't understand..
is it or is not possible to make my own vertices?, because i've seen meshes of some people here (not in sims though, just hair) that had custom faces.. are you trying to say to me that even if i try to change the mesh, nothing will happend?
i just want to know if its possible to create a custom mesh, assign the bones and uvmap to it, and run it... and if yes, what do i need...
btw i'm not english, so be easy with me ;)
nevermind, i saw you pm now, thx
Doc Doofus
27th Nov 2005, 08:12 AM
I (THINK) you can add new vertices and faces. However, you can't delete old vertices, because some of them are key to the animations working. You can move them around as you please, but if a vertex would normally go to a shoulder, you probably want to leave it in the shoulder vicinity so taht when your Sim shrugs, you don't see his foot move up and down.
tiggerypum
28th Nov 2005, 05:03 AM
You cannot, using the simple procedure outlined here with Meshtool, add or delete vertices or faces to a mesh. This is the first and simplest form of mesh modifying software, and that is how it works.
You can use Meshtool's 3-d options as outlined in the meshtool thread itself and use smd files (and edit them with modtool or the other supported program, I forget what it is) and then you can add and delete points and assign the bone weights to them.
You can also use Wes' milkshape plugins and with them you can add and delete vertices and do the bone assignments.
Jerzidoll
30th Nov 2005, 03:35 PM
My SimPe doesnt look like that format, the way its set up. For Example like #4 and 7 tutorial images. So its hard for me to follow.
lizzybeth1
30th Nov 2005, 07:34 PM
okay. The neck this is a rounding bug in milkshape. Grab the points at the top of the neck and pull them up a bit, and resave your mesh, etc.
All the meshes work pretty much the same in terms of modifying them - if it had shoes or sandals makes no real difference.
There are a few steps that I think if missed could cause this.
Did you do the fix integrity part for your new mesh?
Did you make sure to follow the steps that have you open up the recolor (looks to me like you did make a recolor for the mesh) and put the ... I think it's the shape and cres (this by memory) into the recolor that's in your saved sims folder.
And lastly, is your new mesh being stored in your downloads folder, so that the game can find it?
Hi Tiggerypum!
You look a real expert at this, i have posted before but no one was able to help. I've been following Brianna's Tutorial with the latest simpe and also a basic furniture recolour tutorial and have one problem with both of them despite following the rules exactly AND trying countless times AGH! I cannot get my new furniture texture in the game and cannot get my new mesh in the game or bodyshop??
I've no idea where i'm going wrong?
Any advice gratefully received. Unfortunetly my milkshape trial is over, but i'd like to sort this out really before paying for it, the tutorial is a bit out dated and i couldn't edit the newer nightlife meshes as they are in different folders, this is too complicated!!
Thanks in advance
LIZ
placid_spirit
1st Dec 2005, 12:07 AM
Maybe this question has been asked before, but I stop reading on the fifth page -_- ...
Anyway, here's my problem : I modified a mesh on milkshape and I saved it as a ms3d file. But I unable to have it as a .obj to continue the tutorial... By reading it, it seems that my problem is not really normal. What is wrong in what I did? I followed step by step the tutorial, and the only problem I got is this one ! o.O
thanks in advance for all help...
PAF
1st Dec 2005, 12:24 AM
In Milkshape you export as a wavefront.obj. save only saves it as a ms3d.Export can be found under file a little below save.
placid_spirit
1st Dec 2005, 10:18 PM
Thank you ! I will now be able to complete my mesh :giggler:
Jerzidoll
2nd Dec 2005, 05:36 PM
My SimPe doesnt look like that format, the way its set up. For Example like #4 and 7 tutorial images. So its hard for me to follow.
Can someone please explain to me the above and what i can do to be able to follow the tut?
roxy99
2nd Dec 2005, 07:25 PM
Can someone please explain to me the above and what i can do to be able to follow the tut?
The tutorial posted in this thread is a pdf file with great screen shots and easy to follow
http://www.modthesims2.com/showthread.php?p=879245#post879245
It is more up to date except for the fact that it refers to Wes_h's body chop plugins. For all the steps in this tutorial from 1 to about 18, you can use this newer tutorial- the steps are the same.
Anyway you may want to consider using Wes_h's plugins :bandit:
tiggerypum
3rd Dec 2005, 08:34 AM
You can also use simpe classic which comes with your simpe and then the interface will be close to the same. I actually think this tutorial is a good intro to modding body meshes, there is a lot to learn, and bodychop is far from simple.
Jerzidoll
4th Dec 2005, 12:42 AM
Thank you both roxy and tiggerplum, i went to the link you provided and just downloaded it :D im just learning all this meshing and texturing i was basically doing recolors b4, but i wanted to try my hand also with this and also object creations as well. Anyway thx muches...
Jerzidoll
4th Dec 2005, 12:45 AM
You can also use simpe classic which comes with your simpe and then the interface will be close to the same. I actually think this tutorial is a good intro to modding body meshes, there is a lot to learn, and bodychop is far from simple.
I do not understand the SimPE @ all, i was trying to follow a tut i seen but the have some options on their's that i didnt see on mine when i was on the second step of the tut. i wondered if maybe they have an older version i dont know.
tiggerypum
4th Dec 2005, 03:53 AM
This tutorial is *old* - and simpe has made major changes to the interface. Your simpe should have a file called 'simpe classic' which uses the old style interface. You can use that with this tutorial for the time being. :)
puzzledmonkey
5th Dec 2005, 09:09 PM
I'm having a problem, I always follow the tutorial to the letter but when I get to the mesh tool I load a 3d file and a box pops up saying runtime error 9 subscript out of range. Then the tool shuts down. and that happens every time, what is wrong!
:mad: :mad: :mad: :mad: :mad: :mad: :mad: :mad: :mad: :mad:
PAF
5th Dec 2005, 10:06 PM
Are you useing a .obj. file? I have had that problem but it was with a .smd and I had done something out of order.It is kinda difficult to get that order right though.
VampGirl90
6th Dec 2005, 12:39 AM
the link to the spanish translation does not work, now why?
puzzledmonkey
6th Dec 2005, 05:41 PM
Are you useing a .obj. file? I have had that problem but it was with a .smd and I had done something out of order.It is kinda difficult to get that order right though.
No I think i'm using obj files. I export as obj and import objs in my 3d program. It might be something to do withn the vertices
:gonemad: :gonemad:
PAF
6th Dec 2005, 11:13 PM
Which 3d program are you useing?The meshtool works well with milkshape but has problems with most others I think.
Also just to make sure you aren't adding or deleting any vertices or faces are you?
Krell
9th Dec 2005, 12:06 AM
How do I get my 3d program to work with simPE I've tried Wings 3D,Blender,and milkshape(trial).When I select the GMDC then open the plugins I do not have a 3D tab and do not have the option to export the obj file. Do I have to install a plugin from the 3D program? If so! How do I do that? Please Help me!! I have looked everywhere for answers to my Questions and everyone keeps redirecting me to some one or some place else I am now lost and frustrated
tiggerypum
9th Dec 2005, 02:47 AM
Krell, so you are getting all the way to step 27 and you can't find the button to export the obj file?
I use simpe classic. I open my new mesh file (the one that I built using the beginning of the tutorial) and I click on plugin view. There's a button there that says something like the screenshot - to export obj. If you see XYZ options, make sure they are set to XYZ. I don't think you must have anything other than Simpe in order to create the obj file, although you will certainly then need a program (like Milkshape) to edit it once you created it.
PAF
9th Dec 2005, 03:49 AM
Krell I'm not positive that this will help but look on page 46 post #1149 by snowstorm maybe the pic will help.
tbwitholt
9th Dec 2005, 04:10 AM
I'm back and retrying my quest for new teen male meshes to go along with those magic two that worked and it's frustratingly not working. I don't get it. I have everything linking properly so that A goes to B goes to . . . Z and when I preview the mesh in SimPE it looks just like I want it to, but then I load it in BodyShop and it doesn't explode, it doesn't not show up, BodyShop just arbitrarily assigns it a new mesh. It's so bizarre and I'm not sure why it hates me, but it clearly does.
tbwitholt
9th Dec 2005, 04:11 AM
To clarify - A new mesh AND texture. Just some other outfit that's a Maxis default.
vicvic616
11th Dec 2005, 01:11 AM
Thx for the great tutorial~
Yet i'm still too stupid to do things right...
I made sure I followed u step by step,,
and there werent anything funny or error msg appeared.
But when i tried it out in bodyshop it ended up like this :(
http://tinypic.com/if0pee.jpg
From the former reply,,i think there's something wrong with the 3D progamme..
But i hv only used Milkshape,,and the import and export obj to open and save it.
( I didnt use the WesH plugin,,
because when i open the file the model will be surrounded by blue sphere)
I hv spent so much time on making this Mesh...
pls help me T.T
SnowStorm
11th Dec 2005, 01:56 AM
Thx for the great tutorial~
Yet i'm still too stupid to do things right...
I made sure I followed u step by step,,
and there werent anything funny or error msg appeared.
But when i tried it out in bodyshop it ended up like this :(
http://tinypic.com/if0pee.jpg
From the former reply,,i think there's something wrong with the 3D progamme..
But i hv only used Milkshape,,and the import and export obj to open and save it.
( I didnt use the WesH plugin,,
because when i open the file the model will be surrounded by blue sphere)
I hv spent so much time on making this Mesh...
pls help me T.T
1) Looks like you exported using orientation of xzy, then used the meshtool to import (why it's on it's back).
2) Did you delete/add vertices? That can cause the exploding mesh, or could be the above also.
3) the big blue sphere when using wes_h's is your joints. In milkshape you can reduce the size of the joints. (File, Preferences, Misc Tab, Joint Size)
If you use the mesh tool you must make sure that your scaling preference in simpe is set to 1, and that you export using the xyz orientation.
vicvic616
11th Dec 2005, 03:22 AM
1) Looks like you exported using orientation of xzy, then used the meshtool to import (why it's on it's back).
2) Did you delete/add vertices? That can cause the exploding mesh, or could be the above also.
3) the big blue sphere when using wes_h's is your joints. In milkshape you can reduce the size of the joints. (File, Preferences, Misc Tab, Joint Size)
If you use the mesh tool you must make sure that your scaling preference in simpe is set to 1, and that you export using the xyz orientation.
1) what is orientation of xzy?? @@
2) I didnt delete any vertices... but i did added a few on the socks for the shape i want...
Do I hv to delete it or I will hv to do it all over again? =(
3)Thx for telling me that ^^
But what is the difference of having this plugin?
um..where do I change the scaling preference??
and again,how to use xyz orientation?
Thx for helping me and pls help me again =P
SnowStorm
11th Dec 2005, 03:37 AM
1) Where you export the obj file, there is a drop down called Order:. If you are going to use the mesh tool, make sure you change it to XYZ there. What this does is rotate your model. If you are using Simpe to import AND export you can use the XZY which will show your model with it being up in milkshape, as Simpe will rerotate back to the original orientation. (As long as you use the same setting on import and export). Sims2 yas Z as up while Milkshape has Y as up.
2)You can not add vertices using the obj - meshtool route. You can ONLY move them. Each vertice must be assigned to a joint, and using the obj/meshtool method doesn't provide you with a method to do so. If you want to add/delete you should use either wes_h bodychop plugin, smd/meshtool or Simpe ASCII import/export.
As for starting from scratch, it's probably easier if you do so at this point.
The scaling preference is under the Extras, Preferences, Scene Graph.
Personally I've used the simpe ASCII import/export with order of XZY and scale of 100. (100 makes it easier to work with in Milkshape.)
wes_h's plugin allows for more advanced editing of meshes (some control of weighting or the morphs I think).
I've not done the smd route, so I don't know anything about it.
vicvic616
11th Dec 2005, 05:08 AM
This time I use WesH plugin,
because i really dun want to lose my work :P
so I export it as a simpe file,,( did the XYZ)
and then it showed up in Milkshape like this:
http://tinypic.com/if6839.jpg
and then when i tried the export it,
it said "Vertice count for BODYMOD.1 incorrect"...
Evil_Dead
11th Dec 2005, 05:39 AM
IT DIDNT WORK!! I TRYED IT OVER AND OVER BUT NOTHING!!
Edit: sorry i didnt mean to get all angry.
amberandcarlos33
11th Dec 2005, 06:33 AM
I can't seem to get the import or open to work when using Milkshape. Everytime I attempt to import the mesh/object Milkshape automatically closes. It does the same when I click File/Open as well. Could it be because I have a trial version? Any suggestions/solutions/comments would be greatly appreciated.
Thanks,
Amber
PAF
11th Dec 2005, 07:23 AM
Vicvic616 the easiest way to fix your problem is to export the explodeing mesh again without changing anything.Then import that .obj with meshtool again that should fix your problem.Next time change the export rotation to XZY like SnowStorm suggested.
Amber I am not sure why you are having problems with milkshpe it should work as the trial version,or at least it did a few versions ago when I had a trial version.Check the milkshape home home page it may be a problem that you can get help with there unless someone else here has an idea.
vicvic616
11th Dec 2005, 03:18 PM
Vicvic616 the easiest way to fix your problem is to export the explodeing mesh again without changing anything.Then import that .obj with meshtool again that should fix your problem.Next time change the export rotation to XZY like SnowStorm suggested.
"import that .obj with meshtool again" <-- So repeat those steps will fix it?@@
should I export it with WesH plugin/ OBJ?
and do i export the file first time i made changes on/ export a new one from PE?
because the after replacing the file in SimPE,,they r the same now.
And in future,
if I prefer make more changes on the mesh and not just moving around,
would WesH be a better choice?
If I use that, do I use XZY aswell? ( actually is it suppose to be XZY everytime I export it?)
thx for answering ^^
SnowStorm
11th Dec 2005, 03:45 PM
"import that .obj with meshtool again" <-- So repeat those steps will fix it?@@
should I export it with WesH plugin/ OBJ?
and do i export the file first time i made changes on/ export a new one from PE?
because the after replacing the file in SimPE,,they r the same now.
And in future,
if I prefer make more changes on the mesh and not just moving around,
would WesH be a better choice?
If I use that, do I use XZY aswell? ( actually is it suppose to be XZY everytime I export it?)
thx for answering ^^
Since your mesh already has too many vertice I really doubt just importing the obj will work. You need to get those vertices assigned to joints.
I suggest your read Dr. Pixels Tutorial (http://drpixel.noneto.com/Al_tut.htm) on adding a shoe mesh. That goes into adding new vertices, assigning them to joints/bones etc.
PAF
11th Dec 2005, 07:32 PM
Sorry I didn't realize that you had added vertices to the mesh. Yes you should use the plugins or the .smd import with meshtool.
vicvic616
12th Dec 2005, 01:05 AM
Since your mesh already has too many vertice I really doubt just importing the obj will work. You need to get those vertices assigned to joints.
I suggest your read Dr. Pixels Tutorial (http://drpixel.noneto.com/Al_tut.htm) on adding a shoe mesh. That goes into adding new vertices, assigning them to joints/bones etc.
I went to the site, and the closest thing i can find is which it said go to the joint section,
select the section u want and press assign,,is that correct?
but he didnt mention abt adding new vertice so im not sure..
Anyway...after the XZY/YZX thing, now the mesh has became one standing and one laying...
guess there's no way to fix it and I will start it all over again...
My bf strongly disagree with me doing this mesh thing,
he said its for university student to do...
But I just enjoy to design stuff on my own.. :sadpanda:
Can anyone tell me the easiest way to do this? ( less trouble/errors )
like using wt 3D programme or with/without the plugin? using wt to im/export?
Actually if anyone can help me go through it every step on MSN would be very nice... pls...
puzzledmonkey
12th Dec 2005, 08:18 PM
I use wings but I am starting to doubt it. :monkey:
cashew
12th Dec 2005, 08:44 PM
I have made many meshes with the older Simpe following Brianna's tutorial, but I have yet to be able to do anything with the new version. I am trying to use the "classic" version because I do not understand the new version...I only get as far as step 17...."extract new copies of your resource node...." and I get this error message "An unhandled exception has occurred in your application. If you click continue, the application will ignore this error and attempt to continue. If you checi Quit the application will shut down immediately. No parent was found in Search Path!" ...I of course have chosen to continue , but when I get to step 25 to check temp skin it is badly distorted.......I have tried this over and over again. I have read back to page 37 in these posts but don't see anything resembling this problem....Can anyone who is using the classic help me out?
tiggerypum
12th Dec 2005, 11:48 PM
vicvic I hate to say it, but wes' plugins do not work with obj files. To 'rescue' your mesh you would need to assign every single point to the right bones - which is not worth it.
While I know it took you a lot of time to work on the mesh, the 2nd time around will take you *less* time. You need to start with Wes' bodychop and follow the directions for it, which are different once you build your new mesh file and assign it to your texture. (if you saved your old files you can just restart from that point) I have indeed done mesh edits more than once in order to get something working right.
And I do not think someone must be a 'university' student to learn how to edit 3D meshes, and you'd probably be fine now if you had understood that you cannot add points to your mesh using this tool. It requires patience, persistance and time to learn how to modify meshes, but not a degree. Keep at it!
Krell
13th Dec 2005, 07:37 PM
On my mesh I did deleat points.But I cut parts from a similar mesh and added them to my mesh (Exsample:I took a maxis mesh and deleated the top portation and welded a top with the shape that I wanted.)Now Since the top still has all the simmilar animated verts and assigned Qualities. Will my mesh work?
SnowStorm
13th Dec 2005, 08:11 PM
On my mesh I did deleat points.But I cut parts from a similar mesh and added them to my mesh (Exsample:I took a maxis mesh and deleated the top portation and welded a top with the shape that I wanted.)Now Since the top still has all the simmilar animated verts and assigned Qualities. Will my mesh work?
No not with the meshtool/obj. You can only move vertices using this tool. You must use a different tool, FROM THE START, if you wish to delete/add vertices. Once you've added vertices that didn't originate in the mesh file you must assign them to joints. You cannot do this using the meshtool/obj.
acid_gurl
16th Dec 2005, 03:41 AM
i dont know whats wrong with my 3ds max.i have no problem using milkshape.i import the files..modified the meshes abit and export like the usual.no problem with that.then, i used 3ds max,i did the same thing.i modified abit and export the mesh.(i did not del anything)but when i load in the obj in mts2 meshtool,there was a small window said 'run-time error 9.subscript out of range.'why is that?something really different in 3ds?if anyone uses 3ds,maybe u guys could help.just,brushing my skills using 3ds...
vicvic616
16th Dec 2005, 09:56 AM
This tme i tried to do accessories for the neck,,thought it would be easier..
and this time i used WesH so i can add vertices,
but i guess i didnt how to "properly" assign it,
(i just selected everything and assign it to the neck)
so when i exported it in milkshape and replace it in simpe, errors msg came up in both software
Now i cant open the .simpe file in Milkshape, and the file in Simpe is still a pair of glasses...
i am getting quite annoyed by this..
as i tried 2 times very hard editing the meshes.. and i just ends up losing the work..
I am quite sure its all abt the JOINTS,GROUP and COMMENT things...
Can anyone put out a tutorial just for this?
( would be better explain how clothes group and accessories group work,,
I think they are different,as clothes group is fit/fat/pregnant,and accessories is lens,frame and forgotten)
I've tried a few tutorials I found and ppl suggested,
yet they dun seems to explain very well on "assigning joints"...
P.S. I followed this post http://www.modthesims2.com/showthread.php?t=71724&highlight=accessories
to do it, (+the steps of creating the package of here)
selina38483
20th Dec 2005, 10:47 AM
Thanks Brianna!! This tutorial is the best ever and I managed to create a mesh, after I read step 27 more carefully! Thank you! :)
cashew
21st Dec 2005, 11:59 AM
I gave up trying to use the "classic version" and I have successfully made a new mesh with the regular version of the new Simpe....However, I have tried to export two different Nightlife meshes going to ProgramFile>EAgames>TheSimsNightlife>TSData>Res>3D and have extracted 06,05,04 and 03. I have followed through with the rest of the steps, but when I get to step 25 (Brianna's) and check my temp skin it has spikes extending from it....Is there anything different about Nightlife meshes that I could be doing incorrectly?
SnowStorm
21st Dec 2005, 12:26 PM
Spikes usually indicate vertices that are not assigned to a bone/joint. Did you add/remove vertices? If so you cannot do this using the meshtool/obj method.
cashew
21st Dec 2005, 10:51 PM
I never got that far....I didn't get into Milkshape yet. I have since made another mesh successfully today which is based on a mesh from the original game with no problems. I thought maybe there was a problem with NL meshes and the latest version of Simpe! I guess that no one else has this problem...For reference I am using the mesh tool and following Brianna's original tutorial and also Suzy's to step 6. I have also remembered to change to xyz when exporting. However, with the NL meshes I only get to "delete the shape and resource nodes from the packed window...Save" and check Temp mesh in Bodyshop....When I do it already has the spikes before I go any further.
Serasims
23rd Dec 2005, 11:49 AM
i am soo upset, cause nobody wants to help me and i dont know what i am making wrong..:( i have meshed so many nice clothes but in the bodyshop they are always damaged and i don't know why :((
proof:
http://www.serasims.de/stuff/fault.jpg
in milkshape:
http://www.serasims.de/stuff/milkshape.jpg
could please somebody help me?
flye
23rd Dec 2005, 12:58 PM
I have this problem!!! I know this problem is in MESH TOOL because when I import my editedgown in SIM PE and I do a preview, my cloth has a problem!!!
http://img.photobucket.com/albums/v117/Ellie1124/screenie2.jpg
Please help me!!!! :bandit:
Momocrat
24th Dec 2005, 12:39 PM
I've downloaded the latest version of SimPe. I've had almost no trouble going through all of the steps through 25. Then we get to "Open up your MESH package in SimPe. I've hunted. I've opened everything I can lay my cursor on. I've clicked everything in SimPe and can't get a screen like the one shown for step 26. Can anyone offer some guidance? :insane:
SIMDAGGOR
26th Dec 2005, 04:05 PM
would it be possible to export an entire sim, because Im making a sim (Male head, female body) and I can't nail the neck gap, so if I cpuld export the sim I could make it look all nice :D
tiggerypum
26th Dec 2005, 08:54 PM
The head and body are separate.
I think what you might need to do is take an extra set of steps and go get a male mesh and load it into the 3-d program and get the location (write down the coordinates) of each of the top neck points.
Once you have them, you can go back to your female mesh and move the top points and then adjust the rest of the neck yourself. You will still need to grab the top row of points after that and drag them all up a tiny bit if you're using milkshape to fix the weird neck gap rounding bug, but at least you'll have them lined up right to meet the male head.
tiggerypum
26th Dec 2005, 09:04 PM
Flye - I bet you didn't have the XYZ selected correctly on your mesh when you did the export.
As your mesh is laying down, follow these steps:
In simpe, export your mesh again with the settings of xzy or whatever the mixed up settings are (I'm not going to look it up)
In Meshtool, import the obj file you just exported from simpe
Put that new gdmc into simpe. You should see your mesh standing upright in simpe.
Try bodyshop again.
And Lakritze83 - that is not true, in another thread people have made several suggestions to you trying to guess where your work went wrong.
I am going to now suggest you *start over* from the original Maxis mesh. Make one small set of changes, name your edited obj file 'dress1.obj' and import it into simpe and then check it in bodyshop and in the game.
If it works, then make another small set of changes, and name it dress2.obj, test it fully, and so on. That way you never will lose too much work if something goes wrong, and you can go back to the last working edit.
Yes, it's extra steps to make only some of the changes and then go through the whole build and import and run bodyshop and occasionally also test in the game, but it will save you from having a mesh that no one can fix for you.
This procedure, btw - making only a small amount of changes and then loading your new mesh into the game, and numbering each of your changes so you don't overwrite your old work - is a good technique for everyone to use. It's the one I use, and I have had to sometimes go back to the previous version and do parts again.
jordan76897
28th Dec 2005, 04:27 AM
hi
i am having trouble downloading Milkshape, i am new to all this stuff so i am probably doing something really stupid wrong. when i try to open Milkshape it says 'double click on custom content package file to install the content' it also does this when i try to install hair and clothes. please help
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