View Full Version : Object making: Blender Tutorial v 1.0
Lethe_s
21st Jul 2005, 03:30 PM
Here you go.
I've seen a lot of threads lately, asking for good free 3d programs,
and encountered some people who found Blender confusing.
So this seemed like a good idea :)
JWoods was kind enough to convert the word document to PDF format. So choose your poison.
Thank you! :howdy:
Update: There now exists a Blender version of JWoods' Start to Finish (http://www.modthesims2.com/showthread.php?t=104795) tutorial. It's a lot simpler than this one, so if you're new at object making, try that one :)
I'm going to consider this tutorial as an 'advanced course' from now on :)
This is NOT a beginner's tutorial. I only explain how to make a mesh in Blender, not how to clone the object and make it work in the Sims2.
So if you've already tried your hand at making objects, and want to try Blender, then this is the tut for you.
If you've tried the JWoods tut and want to learn more, it should help you further on your way. :)
It's my first stab at a tutorial, so feel free to tell me what I've done wrong. I tried to be as clear as possible, without treating you people like small children, but I undoubtedly failed here and there. :naughty:
So any unclear bits, questions, etc, can be asked, and I'll try my very best to help you.
---------
Tutorials:Object_Making_with_Blender
dano
21st Jul 2005, 04:22 PM
Thanks. I recently started messing around with Blender, after getting a little frustrated with Milkshape's shortcomings. This will help a lot.
dano
Millipedeman
21st Jul 2005, 04:56 PM
Thank You
mod_bv
21st Jul 2005, 05:23 PM
Thank you!!! This will be most helpful.
*@nn@*
28th Jul 2005, 09:18 PM
Could you make the file into a zip file? Please=) I really want to learn blender so please=)
Lethe_s
28th Jul 2005, 09:40 PM
since the download already takes quite a bit of space,
I'm gonna have to pass on that
but there is a very helpful thread here: http://www.modthesims2.com/showthread.php?t=78295
it has a ton of links to all sorts of rar extraction programs
I'm sure you'll find one that suits you :)
*@nn@*
28th Jul 2005, 09:43 PM
But let me ask....wear did yuo learn Blender 3D?
*@nn@*-The swedich girl
Lethe_s
28th Jul 2005, 10:02 PM
messing around with it :)
and there's a lot of tuts on http://www.blender3d.org/cms/Tutorials.243.0.html
the noob to pro one is very good
but you have to sift through the parts that don't apply to sim modding
*@nn@*
28th Jul 2005, 10:11 PM
Okay....but I just donīt get it....But please canīt you make it to a zip file. But if itīs still no do you now weare I can learn?
Lethe_s
28th Jul 2005, 10:22 PM
come now, anna,
just get an extractor, something simple like Filemaid will do :)
trust me, it's easier and faster than asking for zips all the time and waiting for people to say no
as to where you can learn,
the link I gave you really does have an awful lot of tutorials, just click around a bit
or google for a blender tutorial
there's no cut-and-paste answer to anyone's specific needs in this
and if you're very new, go for milkshape :) that's a lot easier
JWoods does a very good tutorial on that one, it's in this forum
*@nn@*
28th Jul 2005, 10:40 PM
Okay ill check around a little=) Thanks
*@nn@*
29th Jul 2005, 03:28 PM
Okay I download this program http://www.izarc.org/download.html I am going to TRY to extract it=)
*@nn@*
29th Jul 2005, 03:29 PM
Yes it worked! Thanks!
Lethe_s
29th Jul 2005, 04:06 PM
very nice,
welcome to rar-dom :)
*@nn@*
30th Jul 2005, 08:25 PM
Thanks but how do I do if iīm going do change a mesh on a object what file do I open? Or can I only do New meshes?
Khaibit
31st Jul 2005, 05:48 AM
Thank you, Lethe!
I just downloaded your tutorial and had a first short look at it, well done :thumb:
So far I couldn't find a working sollution to model a mesh in 3ds Max or Maya before finishing in Milkshape which can be imported into TS2 (the files were corrupted or Milkshape just crashed during importing several possibilities of fileformats) and it seems to me that I'll model with Blender instead :laugh:
Your tutorial was just right as a "how to create meshes in a 3D program except Milkshape in a working way to import your mesh into the game - tutorial" seems to be too simple when you already know how it works. Your tutorial was so needed by me. It is not easy to know how to convert your mesh into the specific .obj file format which is working in SimPe and TS2 when you just start modeling for the game (the 3D-program specific help is not helpful in this case when you don't know what exactly is needed in this sort of .obj and the program's help is orientated on it's GUI and creating).
Here are lots of great tutorials for mesh extracting, beginner's guides for Milkshape and tutorials for advanteced creators etc. but when you start modeling you can have troubles with 'simple things' like file formats. I really appreciate every single tutorial a lot - big thanks to everyone who takes the time to write a tutorial for the community... stupid me just couldn't make any progress on most of them without fixing my .obj problem first :argh:
If someone could write a tutorial about "exporting your meshes from (the 3d progam you are creating with except Milkshape and Blender) into the right .obj format" every beginner who works with the same program could find out how 'these simple things' work - if I'll ever find out how it works for 3ds or Maya I'll write one to prevent beginners from hours/days/month/give up of trying around without making any progress on this problem. Maybe this is really too simple but for me it's in Maya and 3ds a problem without a sollution for now :weep:
I don't want to offend anybody, I don't want to sound like I'm ungrateful to those who share their knowledge with others (the opposite!) but I mentioned this because I know that you just don't think about 'little things' when you know how 'the whole thing' works.
Thanks again, Lethe. Your tutorial was really a good idea (and thanks for the PDF, Jack!) :)
Lethe_s
31st Jul 2005, 08:20 AM
Anna,
not sure what you mean, could you give an example?
if you're going to tweak a maxis mesh, you can always export it from Simpe and import it in Blender (page 16, I think :) ). Once imported, just choose that mesh and go to edit mode.
Khaibit,
if you're working with the free versions of 3ds and maya, then you are right, there is no way to export obj files from them. They were disabled, so you'd spend a fortune on buying the program
I had trouble with that, too, and ended with just giving up on them and moving to Blender :)
but I'm glad this helps you out
Khaibit
31st Jul 2005, 09:45 AM
Err, no, not the free versions. My friend bought bouth programs. He can work with them on the stuff he does at least :D but we both don't know how to get a SimPe compatible .obj file into Milkshape (direkt export from Maya and export from 3ds with Max2Obj6 plug in seems to fail). He's too busy with his stuff (thanks, Unkluth :taekwondo ) and I just don't know how. After I got quite used to both programs it's hard to work only with Milkshape (I got well along with it within 15 mins while I'm still working on the right handling of the 2 other programs) so hopefully Blender will offer a 'compareable' amount of opportunitys for mesh creation.
Can someone help me to fix my obj troubles, please?
Anyway, yepp, Blender and your tutorial seem to help me out (can finally start with my set :D )
Anne, I don't know what you mean neither - maybe you should work on JWood's Sims 2 start to finish Object Creation Tutorial V 2.0 (http://www.modthesims2.com/showthread.php?t=59293) which is easy to follow and explains the steps Lethe left out - Jack uses Milkshape but export and import of your mesh is well explained (for further explanations look for Numenor's tutorials).
skye
6th Aug 2005, 04:41 PM
I got the blender program, but when I installed, and tried to use it, it tells me "No installed Python found. Only built in modules are available. Some scripts may not run."
I am missing a program? And where might I find this? Will search this site, while I wait with bated breath, for your answer. (I'm such a ditz, LOL)
caz100
6th Aug 2005, 05:18 PM
great, I tried Blender before but i couldn't figure it out. Thanks
Lethe_s
6th Aug 2005, 05:32 PM
skye,
for making sims objects, you really only need two python scripts and these usually come with the new version (2.37)
in the File menu, check the Import and Export submenus
if you can import and export Wavefront objects, you're home free :)
It says that with me too, adding 'Continuing happily' (I love that :) )
I don't remember ever installing a python environment, and everything works fine for me
skye
6th Aug 2005, 05:39 PM
Lethe_s,
thank you so much! I will try that!! This would be soo cool if I get it to work!!!
Hugs,
Skye
Khaibit
7th Aug 2005, 02:22 PM
It's a bit tricky to get Blender to run when you don't have already Python installed - like I did.
Look for the Python site (http://www.python.org/) and download version Python 2.3.5 (final) (this version is required for Blender to run, version 2.4 does NOT work!). You can directly open this site (http://www.python.org/2.3.5/) if you prefer. Look for the Python-2.3.5.exe if you use Windows XP and take the "win32all" if Python asks for it (didn't ask when I installed it as it should already exist on your PC). Don't install it without the request of Python as this is not recommaned.
Install notes:
Install Python where it wants to go, which should be C:\PYTHON23
Open "Systemeigenschaften", should be Control Center in English.
Open "System", My Computer in English? (= the symbol of a PC)
Click the Advanced Tab ("Erweitet").
Click Environment Variables ("Umgebungsvariablen").
Under the System Variables, click New.
Enter in the "Variable Name" box: PYTHONPATH
and in the "Variable Value" box: C:\PYTHON23;C:\PYTHON23\DLLS;C:\PYTHON23\LIB;C:\PYTHON23\LIB\LIB-TK
Type or copy both exactly! After that press OK and reboot.
That's it, hope this helps you out :)
And now for something completely different... :D
I followd your tutorial after I got Blender to run, Lethe. Though I'm not yet 'used' to the GUI I could repeat your steps without problems, well written and good explained. Thank you!
I'll go on working with Blender.
dragon_tfm
10th Aug 2005, 04:42 AM
the tutorials great thank you but i apparently dont get blender lol when ever i go to import th emaxis object i cloned into blender to make sure th escale is proper on what i made my object just turns into a rectangle...which it wasnt... obviously...also i noticed that after a while of editing my objects and i go to look at it in object mode it also turns into a rectangle anyone know what i did? or a place that could tell me were i messed up?
Lethe_s
10th Aug 2005, 09:07 AM
hmmm,
if you mean a cube, Blender always starts with one
make sure you delete it before you import anything
also, one of the 'views' is called 'bounding box', that one always puts a big cube round your object, make sure you're in 'wireframe'
that's all I can think of right now...
maybe you could get a screenie?
dragon_tfm
10th Aug 2005, 07:25 PM
ok so it was what you said i was just in the wrong view once i placed it in wireframe it showed up but now i cant put it in edit mode?!?!? is it because i saved it and closed the program or somthjing i dont know why i cant edit now i still need to set up the materials so i can edit the uv mapps and such....ack i wish i knew what i was doing lol
Lethe_s
10th Aug 2005, 08:14 PM
dragon_tfm
when you're in object mode,
you always have to choose which mesh you're going to edit, before you can go to edit mode
when a mesh is selected in object mode, it's pink
have you tried clicking the lines of your mesh?
once it's selected, you should be able to go to edit mode, by clicking the link in the 'mode menu'
dragon_tfm
10th Aug 2005, 09:56 PM
hmm then i dont know what id did wrong cause i did selct the object..all of it was in pink and i un selcted and re sected it a couple of time just to see if thats what i did wrong...but ill try it again now
ok so i looked and nope still only object mode heres a pic maybe this will help you to help me?http://img.photobucket.com/albums/v214/dragon_tfm/Image1.jpg
Lethe_s
11th Aug 2005, 03:51 PM
ok, that IS weird :)
you don't even have buttons in your 'button window' ....
maybe the thing just crashed
what happens if you close Blender and start it up again? cause that usually resets the whole thing
if you can, try exporting the mesh as an object,
then restart blender and import it again
unless that is what you've been doing all along....
dragon_tfm
11th Aug 2005, 07:38 PM
yea i have been and i did do that and then there was nuthing showing up like i saved a blank page or somthing arg!!! but ill try now again
ok now im really confussed cause this time it seems to have worked.....my brain is turning into putty i think lol
thanks for the help lets see if the prog will keep working lol
ok so after i got all that figured out now i have a whole other problem...when i do all the uv mapping prep work in blender i guess i do it correct since i think im following your directions correctly though i have three seperate groups....ok so i go to uvmapper and follow along but when i go to cselect...by material i only have one option and it material 001...or somthing liek that so i dont know what to do next...have i missed a step?
Lethe_s
12th Aug 2005, 08:13 AM
hm, yes, messing with materials is a bit of touch and go, really
I usually don't bother, all I can tell you is that it works if you do it exactly like in the tut, (at least, for me it works :))
make sure that when you select the different meshes, the name of the materials changes, not just the counter
otherwise, press the delete button under the materials, till you have zero and start over
poi_boi
12th Aug 2005, 03:11 PM
Thanks for this Lethe. I found once you get started the controls of Blender are so intuative its a dream to work with compared to milkshape. There is no going back for me now.
Lethe_s
12th Aug 2005, 05:24 PM
heehee, I converted someone :)
dragon_tfm
14th Aug 2005, 01:40 AM
ok i tried it how you said but this time i only had material 002 to choose? im confussed al lover again lol do you have nay other ideas?
eternaly alone
14th Aug 2005, 03:00 AM
how come when i download your pdf tutorial its in realplayer format? plz help cause im really confused :hmm:
Lethe_s
14th Aug 2005, 07:57 AM
dragon,
maybe you could post the object, and I'll take a look at it :)
eternaly alone,
:blink: um, it's a pdf with me... what does the extension say? and do you have pdf installed? maybe your realplayer just automatically attaches itself to all unknown file formats.
dragon_tfm
14th Aug 2005, 06:55 PM
ok this is want im trying to get the materials to work with (this should be the right one lol and before i messed with the material at all)
Lethe_s
15th Aug 2005, 09:20 AM
dragon_tfm
oh yes, damn, it's just the one mesh :)
Silly of me to ask for an object, of course
could be that you had two 'groups' or meshes once, but when you import or export as an object, Blender melts everything together,
hence the need for materials if you want to differentiate
as long as you haven't assigned materials, it's best to save as blend.
anyhew, here's your bookcase back, as a blend file
this is what I did:
selected all the planks and deleted them
then exported the books and things as dragonbooks.obj
undo/undo/undo etc. until mesh was complete again
selected all the books and things,
deleted them, and exported the planks as dragonplanks.obj
then started over and imported the two meshes
I assigned the group 'Planks' to the planks (duh) and gave them a new material (Material)
then assigned the group 'Books' and gave them a new material (Material 001)
I tested this file by exporting as an object and opening it in UV Mapper
the materials are ther, but take a look at the blend file, though :)
oh, and I noticed that you still have to align your bookcase with one from the game (depending on which one you're cloning)
my clonebase bookcase was a bit to the side and down of yours.
hope this helps you back on your way
dragon_tfm
15th Aug 2005, 06:54 PM
thanks ill take alook
angelface345
16th Aug 2005, 02:56 PM
I followed the whole tutorial.. and in SimPE it showed a preview of my table (it was fine), but when I opened the game my table was invisible.. I could see the shadows under it, but just no table. Can you please tell me what went wrong?
Lethe_s
16th Aug 2005, 04:14 PM
angelface,
was your table textured in the Simpe preview?
If it was white,
you need to check the name of your mesh and make sure it's exactly the same as the original was
also, make sure you took off the materials before you imported the mesh in Simpe,
for more advice, try scrolling through JWoods' thread
there's about five different people with invisibility problems in there
http://forums.modthesims2.com/showthread.php?t=59293&page=1&pp=25&highlight=invisible
JWoods is much better at explaining the whole Simpe thing anyway :)
angelface345
17th Aug 2005, 09:57 AM
EDIT: I fixed it myself! In SimPE I opened the package, and the name of the table was "SimPE something", rather than "tabledining". I changed that and the texture showed up :). Yay. Thanks so much for the tutorial.
EDIT AGAIN: It worked in SimPE, but not in the game. Damn.
Lethe_s
17th Aug 2005, 09:00 PM
angelface,
don't forget to commit every time you do something :)
then, fix integrity, and save
bahebay
22nd Aug 2005, 04:09 PM
does anyone know any good blender 3d tutorials for clothing and hair?
Drachenfels
12th Oct 2005, 07:49 PM
I experinced a general proplem with Blender.
All objects i export with Blender are not excact enough.
SimPE export .obj with 13 digits like
v 0.115847527981 -0.000026125907 0.177671998739
but Blender only export them with 7 digits like
v 0.115847 -0.000026 0.17767199
i found no way to adjust this in Blender. Finaly a im- and export with SimPE made my modified Meshes work with the Meshtool (i worked on Bodymeshes for Clothes). The final reimport in Sims worked. Animations worked too... but all Bodyīs created this way look ugly.
Anyone a Idear how to solve this Problem?
DarkMatter
28th Oct 2005, 04:44 AM
Many many thanks for writing this, Lethe. You saved me the work of having to do it myself. I can spend all my time working on a GMDC import/export script now. :D
Star Ranger4
28th Oct 2005, 09:36 PM
All objects i export with Blender are not excact enough.
SimPE export .obj with 13 digits like
v 0.115847527981 -0.000026125907 0.177671998739
but Blender only export them with 7 digits like
v 0.115847 -0.000026 0.17767199
Hmm. Difference between a 16bit and 8bit word for the location values there Drachen. You'd have to ask the blender Guru's over at Blender.org how to have blender default to 'Double precision variables'.
lunarescence
11th Nov 2005, 02:51 AM
Very good tutorial.. it helped me very much ^_^ Do you think you could make a tutorial on clothes meshes with Blender?? Just wondering it dont matter if you dont wanna.
Lethe_s
11th Nov 2005, 09:31 AM
lunarescence,
I would, but I don't know a thing about making clothes meshes :)
lunarescence
12th Nov 2005, 01:30 AM
Lol okay thats alright ^_^
IgnorantBliss
13th Nov 2005, 01:04 PM
Is that extra DOS window always supposed to be there when you use Blender? First I got it with the error messages of not finding the Python, and when I installed the Python, the DOS window still opens basically saying that everything is fine, but if I close it, the whole Blender closes. Is there no way to close that DOS window, or to stop it from popping up in the first place?
Lethe_s
14th Nov 2005, 08:24 AM
Ignorantbliss,
it's always there at least for me,
it's a sort of log that registers everything you import and export, too
I just minimalize and ignore it :) you can always hope it'll get the message and go away by itself
IgnorantBliss
15th Nov 2005, 08:50 AM
Ahh, ok then, I guess I'll just have to live with it. Good to know it's not a malfunction, at least.
Jerzidoll
1st Dec 2005, 04:47 PM
that JWoods start to finish link displays this:
No Thread specified. If you followed a valid link, please post in the Site Issues forum or if the above link doesn't work, email us.
IgnorantBliss
1st Dec 2005, 05:39 PM
that JWoods start to finish link displays this:
No Thread specified. If you followed a valid link, please post in the Site Issues forum or if the above link doesn't work, email us.
I think that's because recently the JWoods tutorial topic was accidentally moved to another forum and then back. Someone will have to change the old links to link to the new one :).
This link should work: http://www.modthesims2.com/showthread.php?t=104795
Jerzidoll
2nd Dec 2005, 05:18 PM
I think that's because recently the JWoods tutorial topic was accidentally moved to another forum and then back. Someone will have to change the old links to link to the new one :).
This link should work: http://www.modthesims2.com/showthread.php?t=104795
Thank You very much Bliss, i also was wondering if they had an object tutorial for MilkShape 3d ?
IgnorantBliss
2nd Dec 2005, 06:47 PM
Thank You very much Bliss, i also was wondering if they had an object tutorial for MilkShape 3d ?
In that same link there is a Milkshape tutorial (that's the original one, the Blender and others were added later on)
moonbrite-sim
8th Dec 2005, 04:13 AM
i wonder if they how have tut like that for everything else... omg that would be a big help for people like me.... i need easy examples like that to understand everything :)
if theres a link please post it. thanks a lot
IgnorantBliss
18th Dec 2005, 07:59 PM
Lethe, would you fix the broken link in the first post leading to the JWoods object tutorial? The thread was accidentally moved a while ago and now all links to it are broken. :)
Lethe_s
18th Dec 2005, 10:06 PM
eep, missed that one
done :)
HolyFlamingo
5th Jan 2006, 01:59 AM
thanks yous...I also justist adore the avy*
*my bad spelling is really just the way I would pronounce it,words are always having ifs and such on them.
Rsim
5th Jan 2006, 10:43 AM
Thanks a lot Lethe_s. I loved your tutorial. Thanks for the blender tutorial site.
Laigonaz
8th Feb 2006, 02:39 PM
i tried to do the table but every time i do the first few stages of using uvmapper (you know the one when you load the the table and it shows the table), it says there is no tabletop, one of the materials are missing and my hair is being pulled out, what should i do?
IgnorantBliss
8th Feb 2006, 04:06 PM
Are the groups there before you get to the uv-mapping part?
Laigonaz
8th Feb 2006, 08:57 PM
you mean the table?
Xeek
9th Feb 2006, 02:40 AM
what the? how do I open it.. I don't know how to open a .rar...
tiggerypum
9th Feb 2006, 06:53 AM
RAR files are like ZIP files (only different)
You can either search download.com and get a rar extractor
or get q-xpress and click the q-xpress link to download using it:
http://qxpress.modthesims2.com/
Xeek
9th Feb 2006, 07:19 AM
wow thanks
edit: now that I installed the thing through the installer... I can't find it to open it
Lethe_s
9th Feb 2006, 08:35 AM
Xeek,
the installer probably placed it in your downloads folder
go to my documents/EA Games/The Sims 2/Downloads and arrange the contents by 'type', you should find the .pdf faster that way
Lethe_s
9th Feb 2006, 08:46 AM
Laigonaz,
firstly, what version of blender are you using?
secondly, you're doing the JWoods tut? Ok that's kinda confusing :) but do this for us:
in blender, go back to the part where you had two meshes (hopefully you've saved that as a blend file)
in object mode, select, in turn, each mesh and check the materials on them, one should be 000, the other 001
if this isn't correct, take of all materials (press the little delete button) of both meshes and start over
Laigonaz
9th Feb 2006, 09:48 AM
it told me to import the table as wavefront and to export as wavefront
Xeek
9th Feb 2006, 08:56 PM
Xeek,
the installer probably placed it in your downloads folder
go to my documents/EA Games/The Sims 2/Downloads and arrange the contents by 'type', you should find the .pdf faster that way\
gah I still can't find it.. after the istall I go to the q-xpress installer download thing and the rars say they open with body shop... what the? :sorry:
Lethe_s
10th Feb 2006, 08:54 AM
Laigonaz,
those are the right formats, but, umm, that wasn't what I was asking :)
you Are using Blender, aren't you? In that case, check the version for me. It comes up on the title screen when you start the program. Probably 2.41 or something. I need to know this to help you.
Xeek,
umm, what the indeed :) None of these files need bodyshop
ok, you installed Q-xpress, yes?
then all you have to do is click the 'Q-Xpress install' link right next to download of your choice (word or pdf tutorial)
it will pop up in your queue in the Q-Xpress installer
simply push the 'install' button and you'll find the document in your downloads folder
If you can't read the pdf, either get the word document (assuming you have MS Word, of course) or get a good pdf reader, such as Foxit reader (http://www.foxitsoftware.com/pdf/rd_intro.php)
VICIOUS713
10th Feb 2006, 09:07 PM
Whoo! I was doing great till i got to the Fire Up SimPE part >.>;
I have SimPE, the latest version, but i havn't a clue what to open to get that Craftmaster Booknook. ^^;
EDIT:
Oh Yeah, i come from the wide world of Unreal Ed.. You never mentioned anything about snapping to the grid, but atleast i got around to figuring out Shift-S.. Is there anyway to Rotate by a set number of Degrees? Like only by 45's?
Lethe_s
11th Feb 2006, 08:42 AM
Vicious,
for the Simpe part, I'd like to refer you to the Object Start to Finish Tutorial (http://www.modthesims2.com/showthread.php?t=104795). There's a Blender version of that as well. If you're already familiar with the modelling bit, just skip those parts. :)
For the rotation, that's a good question. I've never found anything like the Milkshape box where you enter the number of degrees, but you can have some control. If you hold Ctrl (hehe) while rotating, it rotates per 5 degrees.
darylmarkloc
12th Feb 2006, 03:42 PM
To rotate anything in Blender by a number of degrees, you select your object (in edit mode) type R (axis) xxx [enterkey] - axis = X Y or Z and 'xxx' is degrees so..to rotate 36 degrees away from you along the Z axis, type R Z -36 [enterkey]or to rotate toward you = R Z 36 [enterkey]
darylmarkloc
12th Feb 2006, 03:47 PM
HINT: For extra fine adjustments in any operation..don't use the mouse..it's too coarse..the arrow keys (NOT THE NUMERIC KEYPAD ONES) will move your selected item, vertex, object whatever one tenth of one tenth of a grid square..
Xeek
12th Feb 2006, 11:41 PM
Xeek,
umm, what the indeed :) None of these files need bodyshop
ok, you installed Q-xpress, yes?
then all you have to do is click the 'Q-Xpress install' link right next to download of your choice (word or pdf tutorial)
it will pop up in your queue in the Q-Xpress installer
simply push the 'install' button and you'll find the document in your downloads folder
If you can't read the pdf, either get the word document (assuming you have MS Word, of course) or get a good pdf reader, such as Foxit reader (http://www.foxitsoftware.com/pdf/rd_intro.php)
darn it!! I even did a search.. there are two .rar files of the tut.. and they still both say they open with bodyshop... gah!!
darylmarkloc
13th Feb 2006, 01:16 AM
Xeek - knowing how to change the file associations is not rocket science and it is basic computer operator knowledge..from the menu in your file window (Explorer) Tools >> Folder Options >>File Types - look for RAR in the list..and associate it with WinRar or whatever RAR programme you use..in the section labelled 'Opens with.." press Change..
DirtyMagic
26th Feb 2006, 01:57 AM
A couple of comments...
Nice tutorial. :nod: I've been using Blender for awhile now but I haven't really had to use the UV mapper a lot until now. Ya brought me up to speed in no time.
Here's my tips...
Selecting vertices in edit mode or UV mode: You mention doing a lot of zoom-in and right click to select vertices. I find the "box select" really handy in blender. If you hit the "b" key it'll let you drag a selection box to pick a bunch of vertices close to each other. If you hit the "b" key a second time, it'll give you a circle that'll pick any vertices inside it when you click. + and - change the size of the circle.
Second, once you have your object unwrapped and are viewing it in UV mode, I find it easier to do the UV mapping right in blender. There's an "image" menu at the bottom of the UV map screen that'll let you load your texture image. Then you just drag your faces over the piece of texture you want, export the model as an obj and you're done.
Just a couple personal preferences but I thought I'd mention them to maybe help lighten someone's burden at learning blender. It's an awesome, awesome program but it's a bit of a pain to get the jist of at first. :D
Lethe_s
26th Feb 2006, 09:10 AM
DirtyMagic
ok, the box-thing is completely new to me :)
I've never even tried that (I should really just push every button on my keyboard and see what it does :giggler: ) and that's a great tip!
the uv-mapping is intriguing
if I understand it correctly, it turns the whole procedure upside-down
what I (and most people I think) do now, is make the uv-map and then create a texture map to fit it
you're proposing to start with the texture map? I'm not sure if that works for all objects, but repository sets just got a whole bunch easier :)
I must try that, thanks! I appreciate the advice, I'm just learning by fiddling with buttons, myself.
DirtyMagic
26th Feb 2006, 10:13 PM
Oooh oooh! :wave:
I've got another one for you... just discovered this and it's oh so cool...
You've unwrapped all your faces and you're looking at them in the UV map screen, one big twisted mess. Go to the 3d screen next to it and select an individual face... all the other faces disappear on the uv map and you can manipulate the selected one to your heart's content. Once you select all your faces in the 3D screen again, they all pop back up on the UV screen. It's way easy to pick 'em that way.
With regards to the texture mapping issue, I guess I'm basically saying that you can do it all in Blender without having to quit and load up a separate UV mapper program.
Having played with Blender's UV map for all of two or three days now, here are the three ways it looks like you can do things...
Start with a texture. It's got to be a simple one, like one big woodgrain pattern. You create your model and unwrap it. Then you load your image in the UV screen and drag your faces to the part of the image you want to appear on the actual model. Export as an obj file and you're ready for SimPE.
For a more complicated texture where you've got mulitple colours and patterns and such, yeah, you've got to do it in a paint program. You lay out your unwrapped faces how you like them, export the image map, and open the image map in a paint program for colouring. Blender's kind of annoying at that... always creates a tga, I think, and calls it some crazy cube.cube0001.tga name, too. :loco: Once you've done your texture in the paint program, open your model in Blender, open the image in the UV screen, and export as an obj.
There's a third way I haven't played with yet call "baking", which looks very, very cool. Blender has procedural textures which means you pick a pattern like woodgrain or noise or clouds or whatever and Blender generates the texture itself mathematically. Lets you do bump mapping and things like that, too. Then, supposedly, you can "bake" the procedural texture and Blender will spit out a UV mapped texture for it. I just noticed some of the links today so I haven't played at all yet but it looks pretty neat.
That's my take on texturing with Blender so far. :nod: I'll keep ya updated with anything more I learn if ya want.
mcflymaniac111
27th Feb 2006, 05:29 PM
i really dont know much bout all dis but i want to start makin objects in differant colours how do i do this pl help me
IgnorantBliss
27th Feb 2006, 05:36 PM
i really dont know much bout all dis but i want to start makin objects in differant colours how do i do this pl help me
Do you mean you want to make your own custom mesh objects recolorable, or that you want to recolor other people's or Maxis objects?
MegaLoser
8th Mar 2006, 10:29 AM
Hello people, ask for help, please?
i export meshes from simpe to 3ds (?, i cant remember the format, its the one other than obj or M.shape, 3ds format wont export).
Then i open in blender and save as Wavefront .obj.
Mostly, simpe will not import the .obj, unless i am lucky and tick the right export options in blender, i am unclear about what the right ones are).
Anyway, the mesh blender parses from the 3ds (?) is, say, 780 triangles, i DON'T insert any extra verteces or triangles, and the exported from blender .obj file is 2000+ triangles, resulting in simpe not accepting the file, "giving me a too many polys" message. I must note that during working on the mesh in blender, on the up and right corner, where the stats are displayed, the right number of verteces (the small number) is displayed.
Do you happen to know why blender will increase the polycount of an exported mesh?
Do you know what the right options from blender -> wavefront .obj are?
thanks a lot. hope whatever answers help other people as well.
Lethe_s
8th Mar 2006, 10:59 AM
megaloser,
the options I find work best are these
http://thumbs.modthesims2.com/getimage.php?file=250511
they don't give me any errors when I import in simpe, though it does give a 'no materials found' warning when you import it in UV Mapper. But the warning has no effect on the actual uv-map or the object.
as to vertices multiplying
there's two things you could check
- firstly, if you make meshes in quads (four sided faces), Simpe will triangulate the mesh on import, effectively doubling the number of faces.
- secondly, if Blender multiplies the vertices when parsing the file, try removing doubles. In 'edit mode', press A to select all. Then press 'spacebar' for the menu. Select 'edit/vertices/remove doubles'.
MegaLoser
8th Mar 2006, 11:50 AM
thanks Lethe_s, you replied so fast ;>.
Ill give it a try.
(i recall trying removing doubles and a few triangles were removed in the process (?..) so i undid.
i dont trust that function ever since, but will try it again a lot.
atomic_hamsters
14th Mar 2006, 01:00 AM
megaloser,
the options I find work best are these
http://thumbs.modthesims2.com/getimage.php?file=250511
they don't give me any errors when I import in simpe, though it does give a 'no materials found' warning when you import it in UV Mapper. But the warning has no effect on the actual uv-map or the object.
as to vertices multiplying
there's two things you could check
- firstly, if you make meshes in quads (four sided faces), Simpe will triangulate the mesh on import, effectively doubling the number of faces.
- secondly, if Blender multiplies the vertices when parsing the file, try removing doubles. In 'edit mode', press A to select all. Then press 'spacebar' for the menu. Select 'edit/vertices/remove doubles'.
Im not getting that box with the 'triangulate' and other options like you are, and when i load the model into UVMapper it says there's '0 Materials' instead of '2 materials'. This is driving me crazy :gonemad:
Lethe_s
14th Mar 2006, 08:53 AM
hmmm, it sounds like you have a different export plugin than me
which version of blender are you using? and which tutorial are you following :)
the one is this thread uses 1.38 still,
while the JWoods one (Start to finish tutorial) is updated for 1.41
the export plugin with the buttons is in version 1.41
atomic_hamsters
14th Mar 2006, 07:23 PM
the only thing that i can find pertaining to a version says 'version 2.37a' :err:
and im using JWOODS's Tutorial
Sparky26
19th Mar 2006, 06:19 AM
Hello together,
Works, if somebody please can help me, like one with the programme *Blender* produce neon signposts.
It would be very nice of you.
IgnorantBliss
19th Mar 2006, 07:51 AM
Hello together,
Works, if somebody please can help me, like one with the programme *Blender* produce neon signposts.
It would be very nice of you.
Sparky26, are you asking for someone to make these objects for you, or are you asking for help with making them? If you're asking for them to be made, please, use the Requests section of the forum. If you want to learn to make them yourself, then, please, follow one of the object making tutorials first. They may not tell you how to make a signpost, but you will have to learn the basics of object making first.
Sparky26
19th Mar 2006, 05:49 PM
Since no-one may help me. Would I be happy if somebody would make a couple of neon signposts for me?
I do not know goes like it there. I would otherwise do it myself.
Neon signposts examples:
- Media market
- Malibu
- Wheel & waggons
etc.
Thanks
IgnorantBliss
19th Mar 2006, 06:01 PM
Sparky26, people will help you, but it's assumed that you first put some effort into going through some of the existing tutorials to learn the basics of object making.
If you read my previous post, I adviced you to post requests to the Requests section of the forum, in this case the object requests (http://www.modthesims2.com/forumdisplay.php?f=286). This forum (Object Creation & Texturing) is for creators to discuss object making, it's not meant for requesting items.
padre333
20th Mar 2006, 07:20 PM
Hello all...
Firstly I would like to say a big THANK-YOU to all the people who share their knowledge! I am totally in awe and completely overwhelmed with the support that is offered! You folk are fantastic!
and secondly, I have posted the following issue in another forum in the hope that someone will know what I am talking about and perhaps, have a solution.
Regarding Blender3D...
When i spend hours (and I do mean hours!!) making an object, (being a novice and all), I finally export it as a wavefront.obj file for UV mapping. Unfortunately most of my faces are missing when I import it into UV Mapper Pro. It's weird. When i look at the image from the front, I can see through some the front faces and see the back ones, though when I turn the image around, I can see through the back (which wasn't transparent from the front view) and see the front ones. Does this make sense?? I can see this whilst in Blender when I click "UV Face Select" view and i just don't know how to fix it. I have had a look at the Blender website for possible solutions, I have deleted and replaced faces, clicked all sorts of buttons and knobs, closed and re-opened the file, screamed at the monitor and even tried computer whispering, but all to no avail. This problem has occurred quite a few times and I have had to chuck quite a few things away as a result. BUT, this time I refuse to give in, as it were and ask for some help. Does anyone know what i am talking about? And can anyone offer a solution?
Many thanks...
padre
Lethe_s
20th Mar 2006, 10:55 PM
ah, if only screaming at the pc would work :)
the thing with the faces happens quite a lot, it seems
transparency happens when faces are the wrong way round. Faces in most 3d programs have only one side, so the back is transparent and won't get coloured in the Sims.
The reason you get it in Blender, is if you scale too far. You'll end up turning your object 'inside out', making it pretty much transparent.
To avoid this, try scaling further away from the object (with a longer scale line) and zooming in more, so you will know when you've gone too far.
Daryl has found some way to fix them, though, which he mentions here (http://www.modthesims2.com/showthread.php?t=125413)
so if you don't want to start again, you might try his method.
padre333
20th Mar 2006, 11:16 PM
You are a STAR lethe_s! A superstar! A mega star!! Thanks so much for this. I'm going to have another look when I'm not so frustrated. I don't think my computer can deal with another verbal bashing. I wouldn't be surprised if it packed up and left me while I'm out tomorrow!!
Thanks again! I really appreciate it.
p
padre333
26th Mar 2006, 09:20 PM
hello again...
I have a question regarding SimPE. I have recently cloned the Renaissance bookshelf and books and completed a display unit. The original maxis mesh came with 3 textures: One for the bookshelf in wood, one for the shadows and one other for the books. Since creating this unit, I seem to have lost all textures for all books on all bookshelves. In GMDC, 3D mesh, where one can click 'preview' to see the mesh in 3D form, the shelf is wooden, but the books are grey. Can anyone tell me what has happened to my other textures? And perhaps how I can retrieve them?? As mentioned above, this 'problem' has occurred with all Maxis bookshelves in SimPE, even though I have only cloned the Renaissance.
Many thanks...
A-rather-stumped Padre.
IgnorantBliss
27th Mar 2006, 04:05 AM
Padre, try making a stand-alone clone of the bookshelf, and I recommend you use the Craftmeister Booknook (Bookcase - Cheap) as your base.
padre333
27th Mar 2006, 08:40 AM
Thanks so much IB. I have tried that and it worked. I don't fully understand the difference between stand alone and ... well ... non stand alone but your advice worked! I cloned the bookshelf you suggested and ticked "create stand alone object" and sure enough, the books were all coloured in nicely! Does it matter which mesh we choose to clone from? Should there be a list that one needs to consult before embarking on cloning?
I appreciate your help....
p
IgnorantBliss
27th Mar 2006, 09:30 AM
Generally, there are some objects that are more ideal for cloning than others. I'm working on a list "good cloneable objects", but I'd like to test them all personally before releasing the list, so it's taking some time to get it out :lol:.
The "stand-alone clone" means that everything is included in the package itself, mainly, all the textures and material definitions, while clones that are not stand-alone often borrow something from other sources. Say, if you clone a bed, it's usually recommended not to make it stand-alone, so that your bed frame would borrow its bedding from the Colonial Ironwood bed, like all Maxis beds do. Most (I'm not sure if all) bookshelves also borrow their book textures from an external source, but for some reason it doesn't work properly, unlike with beds, and often you might end up with a missing texture for the books. That's why, in that case specifically, it's good to make bookcases stand-alone clones, so that the book texture will be included in the package itself (and also edited if needed).
padre333
27th Mar 2006, 08:38 PM
wow. you are a fountain of knowledge, IB! And I appreciate you sharing it. I had no idea that some items/meshes were better to clone than others. Therefore I am looking forward to this list. I, for one, appreciate how much time is involved, so thanks for doing this! Also, I'd like to say thanks for clearing up the "stand alone" issue. I just assumed that because one tutorial suggested we leave that box unticked, then all clonings should. Shows just what assuming does, so thanks for clearing that one up for me!
ever-so-grateful-padre
TheSims2freak
7th Apr 2006, 01:38 AM
I saw that no one in their right mind would start with Blender. Heh, fits me perfectly. I'll try this tutorial and remember the check the normals before I finish and put it in the game. Heh, thanks Lethe_S.
Zephyro8500
27th Apr 2006, 11:43 PM
I have a question: Programs like Milkshape, Blender3D, SimPE, JWood's are all free?
IgnorantBliss
28th Apr 2006, 05:05 AM
I have a question: Programs like Milkshape, Blender3D, SimPE, JWood's are all free?
Milkshape, Blender and SimPE are all free programs, yes. JWoods is the name of the guy who originally wrote the object tutorial :).
Lethe_s
28th Apr 2006, 03:47 PM
Milkshape is shareware,
which means it's free for the first few weeks and is like 20 dollars for the full version (someone correct me)
Blender and SimPe are free, like IgnorantBliss said
Jwoods is indeed not a program, unless he's a very intelligent and extremely nice AI construct...
IgnorantBliss
28th Apr 2006, 03:49 PM
OK, I don't know what I was thinking when I said Milkshape is free :lol:. It must have been too early in the day for me to think straight. Sorry about that. I think currently the price is 25 in both Euros and American dollars. It's not free, but very cheap.
Zephyro8500
28th Apr 2006, 10:34 PM
Ok! Thank you very much! :)
And Objects Workshop is a program?
IgnorantBliss
29th Apr 2006, 06:06 AM
Object Workshop is a part of SimPE :).
Zephyro8500
29th Apr 2006, 06:52 PM
Ok thank you! :)
justo_1991
2nd May 2006, 06:55 AM
where do u download the actual blender
Lethe_s
2nd May 2006, 03:52 PM
there's a link in the beginning of the tutorial,
the adress is blender3d.org
Bellamina
5th May 2006, 03:20 PM
I wish i understood wath you all are talking about. I really really want to learn this stuff, but my english is too bad.. I dont understand the "big" words, and then i cant learn.. I have just downloaded SimPe, and all i could find out of that program was how to change sims intrest and stuff.. And how to get Bella..
Why on earth isnt there programs like this with a tutorial in norwegian?.. Everything is always in english.. blah.. But i really mean it, it is to bad. Maby i must go to school again and learn...
IgnorantBliss
5th May 2006, 04:08 PM
Why on earth isnt there programs like this with a tutorial in norwegian?.. Everything is always in english.. blah.. But i really mean it, it is to bad. Maby i must go to school again and learn...
If you can use Milkshape, there is a Norwegian version of JWoods' object tutorial (http://www.modthesims2.com/showthread.php?t=104795) available :). If Milkshape is not possible for you, maybe we could contact kenny who translated the Milkshape tutorial and ask if he could translate the Blender version also. There is also a Blender version of JWoods' tutorial, but at the moment that one has not been translated into Norwegian. The tutorials are the same for everything else, but the mesh editing parts are different.
atomic_hamsters
6th May 2006, 02:41 AM
Since lethe_s seems to know all about blender, i thought i'd ask...
I was wondering if there is a way to assign certian verticies to a group that can be reconized by UV mapper. I know you can assign to groups, but what are the export options you need for them be included in the .obj? Because currently the only way i know of to get this to happen is to do 2 completly different objects in object mode...(which can be annoying if you want to make a table with a glass center and a frame ---trying to get the glass and frame to meet with out overlapping) :|
And one other question:
Since blender doesent reconize groups the way milkshape does (I.e for a dresser, it all comes in one object, no groups = no animated drawer [from what i can tell...]) can you get them seperated so that you can fix the drawer? :blink:
Lethe_s
6th May 2006, 09:03 AM
umm,
not sure if I understand you,
but the new version of Blender does recognize groups (the tutorial in this thread is for a previous version)
and they work pretty much like milkshape groups. a mesh can be made up of different 'objects' in blender, and exported as such, in UV Mapper, you can then sort by group and find them there
refer to post 86 of this thread for the export options that seem to work fine
for a more detailed description of all this, try the blender version of JWoods' tutorial, which I did update for the newest Blender
atomic_hamsters
6th May 2006, 04:07 PM
I know about ob'ject groups', and was wondering if you could export 'vertex groups'.
I'll go read JWoods' tutorial again :)
darylmarkloc
7th May 2006, 10:52 AM
The creation of vertex groups in Blender is explained in the Blender Wiki.
http://mediawiki.blender.org/index.php/Manual/
The creation of joints & bones (armatures) in Blender plus the relationship to vertex groups is demonstrated in the beginners tutorial
http://mediawiki.blender.org/index.php/Manual/PartI/Your_First_Animation_in_30_plus_30_Minutes_Part_II_v2.41
atomic_hamsters
7th May 2006, 04:08 PM
Oh, ok
Thanks! :anime:
bianca_x
20th May 2006, 08:48 AM
how do you get blender? and what do you need for it to work?
IgnorantBliss
20th May 2006, 11:52 AM
The links and instructions are in the tutorial :)
jovin666
2nd Jun 2006, 09:03 AM
Sorry for asking this but is this the next step to becoming a game creator being a sims object making dude?
IgnorantBliss
2nd Jun 2006, 09:18 AM
I'm not sure I understand your question, jovin666. What you want to do next is up to you and what you can handle. If you want to create objects, I suggest you follow one or more of the object making tutorials we have here, starting with simple, non-animated objects, and possibly moving on to more complex meshes and animated objects later on. I don't know what your current skill level is, so it's hard for me to say what's "next" for you :).
koolken3
28th Jun 2006, 09:21 PM
Lethe, im having trubl downloading. What do i do???
IgnorantBliss
29th Jun 2006, 06:03 AM
koolken3, are you trying to download the PDF or the DOC version? I can email it to you if you give me your email address :).
MissMissyMoonFlower
2nd Jul 2006, 04:35 PM
um... what if I don't want to download that much? can you just tell me easily?
IgnorantBliss
3rd Jul 2006, 04:18 AM
I don't think there is a simple, short way of telling everything essential in the tutorial, if that's what you mean. I recommend you download the whole tutorial if you're interested in what's taught in it.
Lethe_s
3rd Jul 2006, 09:53 PM
well, gee, we have a two-step method to making fabulous meshes but we're just not releasing it to the general public :rolleyes:
you're gonna have to go through a lot more trouble than downloading a little tutorial before you can make a mesh
this and JWoods' tutorial is as easily as you're gonna get
Crociut
4th Jul 2006, 11:50 AM
Thank You :) :) :) :)
ekonaz
7th Jul 2006, 08:58 PM
thanks for these tutorial.
Arcy1993
9th Jul 2006, 07:39 PM
Tnx ! Maybe know i can learn how to use Blender!
Ernesto-TS2fan
12th Jul 2006, 05:33 PM
Yeah, I know a little how to use blender a I know a lot about 3ds max and up to this moment, I recognized that 3ds max is a lot easier than Blender, but Blender is a lot better, so use blender, it is really better
and these tutorials that he passed really help
congrats, Lethe_s
Spectic
25th Aug 2006, 01:13 PM
Im a anewbie so i dont know much. is it possible to make objects with 3d canvas
Spectic
1st Sep 2006, 01:56 AM
I don't own rar and so i cant get this to work. I have no trouble getting objects downloaded coz i just extracct them but it doesnt work with this. could u maybe post a written tutorial plz? :cry:
IgnorantBliss
1st Sep 2006, 04:39 AM
Spectic, then you should get WinRAR :), or some other program that can open WinRAR. WinRAR can be downloaded here (http://www.rarlab.com/download.htm), and, for example, 7-Zip (http://www.7-zip.org/) can also open RAR files.
Lethe_s
1st Sep 2006, 07:56 AM
Spectic,
I've never heard of 3d canvas, but if you are able to export .obj files with it, it could work
also, considering the tutorial is, I think 30-something pages long, posting it in html is really not an option
as IB said, just get WinRAR, it will make your life much easier anyway
HystericalParoxysm
4th Sep 2006, 06:37 AM
Were Can I Get The Blender Program ??? May Be A Stupid Question...
Maybe, if you really feel like sitting and waiting for a reply when you could type "blender 3d" into Google and have results instantly. ;)
IgnorantBliss
4th Sep 2006, 07:12 AM
There should also be a link in the tutorial once you download and open it.
fleur89
27th Sep 2006, 06:59 AM
Hii!!
First of all...this tutorial has helped me a lot, so thanks for that....The only thing I get stuck on is the UV mapping.
My screen doesn't really look like yours...I can't find: ''LSCM Unwrap''.
http://i58.photobucket.com/albums/g257/Floddie/blender.jpg
When I did the other tutorial (JWoods' Start to Finish) I did the UV Mapping with that ''UV Mapper programe'', so can I do that bit with the UV Mapper instead of the part in Blender....?
I hope you get what I mean.....
Fleur
Lethe_s
27th Sep 2006, 07:52 AM
fleur,
of course you can do the mapping with UV Mapper :) I'm just offering an alternative in this tutorial
to find LSCM Unwrap, though, you just press 'u' in the uv face select window
you'll get a list of choices (just like when you press spacebar)
fleur89
27th Sep 2006, 08:21 AM
ow okeej :) thanks...
Proxian_girl
9th Oct 2006, 08:38 PM
This is great! Thank you so much!
I took a 3D class in my high school where we used Lightwave 8.0, and as a result I couldn't deal with the interface offered by Wings 3D, and as a college student the thought of being able to afford even Milkshape, let alone Maya or 3Ds Max, was a bit of a laugh, but Blender was still driving me up a wall with my inability to find the correct viewports!
Now at last I can start working on my own custom content!
sims2!
31st Oct 2006, 03:58 AM
i know i'll seem weird but what does simsPE stand for umm i aasked someone but they saids they would not tell me
Lethe_s
31st Oct 2006, 07:40 AM
it stands for Simple Package Editor or The Sims 2 Package Editor
all you have to do is google it :) or do one of the dozens of tutorials that explain exactly what it does
beans1117
13th Nov 2006, 11:08 PM
Hello. I just wanted to say that this tutorial has been very helpful. It took me hours to get through it and I've finally reached the uvmapping stage and I'm having a few problems. First off, there's nothing that says LSCM Unwrap under my UV Calculations and so I pressed "U" like you said and just plain "unwrap" is a choice but no LSCM. So I clicked the unwrap anyways cause that's all I could find. When I go to the UV Image Editor my screen looks nothing like yours. I know it's supposed to have all the shelves all squished and then we go on to fix that but I don't even have that. All I have is that lighter grayish square completely covered in blue. I was really confused but I went on to see if doing the next step would help and it doesn't at all so I'm not sure what to do. I've gone back several times and redid steps leading up to that but nothing is working. I was wondering if you had any suggestions.
Gantunie
25th Nov 2006, 12:01 AM
Hello,
I belive I have finished my mesh perfectly, the only thing I am having problems with the UV Mapping. I load my model into UV mapper classic, then export the uvs. It exports as a .uvs file. But when I go to map it, it wont work- paint nor photoshop supports this file extention...So, I tried again, this time I saved the texture map instead of exporting it, and the file extension was jpg. I applied the texture to my map and when I tried to import it back into the program, it only imports .uvs and .obj files. When I import it anyway I get the message "Incompatable Facet Structure" I have tried to map it with other programs, same problem.
Im totaly stumped, can you help me?
aekid1
26th Nov 2006, 02:50 AM
this stuff is so confusing i downloaded blender then i looked around for titorials on how to do this stuff and this site does not work when i download these thing so ya i need help cause i really want to learn how to do stuff
IgnorantBliss
26th Nov 2006, 07:20 AM
aekid1, all the cool kids use punctuation nowadays ;). I'm in the middle of sending the JWoods Blender tutorial to you as you asked, and I will try to send this one, too.
moosedawg
25th Dec 2006, 02:59 AM
Has anyone used blender for body meshes? I know you can do objects with it (although my tutorial table had funky legs on it - still trying to figure that one out). I know from looking at Blender's web page you can do all kinds of things, the gallery shots are awesome, but wondering if anyone has done a tutorial for body meshing using Blender yet? I don't mod enough to make buying Milkshape an option, and I found Blender to be more functional for multiple things moreso than Wings 3d.
Lethe_s
25th Dec 2006, 09:38 AM
moosedawg,
the problem with blender is it doesn't support smd files, which are needed for the animation of body and hair meshes.
I believe there's been talk of a plugin for ages, but untill there actually is one, no bones can be assigned in blender.
ukch1ckk
27th Jan 2007, 04:39 PM
hi, i just tried your tutorial word for word. having a bit of a problem when doing the uv mapping in uvmapper classic. each time i load the model it comes up as a side view not a top view like the tutorial says. I've retried this WHOLE process from beginning incase i missed something and i haven't but i still get the same problem. any ideas?
KatieKirby
29th Jan 2007, 07:00 AM
Hehe, you have no idea just how cool it was to fire Blender up after reading this and actually be able to see the damn mesh, let alone the awesomeness of making something. Thanks heaps Lethe!
Stupid question though, I've gotten to the mapping stage and somehow I've managed to group/join the mesh together before I was able to export certain bits seperately. Is there any (why do I get the impression it's gonna be so obvious I'm a fool for asking :D) way to ungroup them??
Lethe_s
29th Jan 2007, 08:27 AM
ukch1ckk,
if you have a newer version of blender, there's a rather silly default that imports things at a 90 degree angle.
When importing your 'example table', make sure to UNCHECK the 'rotate 90 degrees' button.
You can then flip your newly meshed table the right way round, line it up with the maxis table and export it again.
KatieKirby,
I'm sorry, I'm sure there is, but I haven't found it yet :) (you'd be amazed what functions I still find after two years in the program)
What I usually do, is clone the unified object, and delete the unnecessary bits. For instance, clone the table, in one clone, delete the legs, in the other clone, delete the top.
KatieKirby
29th Jan 2007, 09:17 AM
Thanks Lethe :D Just so long as I don't have to make the blasted thing again :D I've discovered that it's not the best idea to make a bed in blender when it's the first time you've done anything like this :D
MaryLou
29th Jan 2007, 10:40 AM
Well, it's relative easy to separate the mesh in different subset with the option "separate vertices", and it's easy to re-group them, to export them in only one group or in different subset but only one file obj.
It's too diffcult for me to explain in English............. so I'll try with an example with some images.
Example:
The table dining diner 1x1 has two subset: tabletop and tablebase, export the obj file from simpe and import it into blender.
The tabletop has only the face (in the screen is pink) , without its base, the table base has the leg and the top-base( in the screen is dark).
http://thumbs.modthesims2.com/getimage.php?thumb=1&file=455585 (http://thumbs.modthesims2.com/getimage.php?file=455585)
Click to increase size
Remeshing them:
- Select the tablebase, go to edit mode and select all the vertices of the the leg
- Pres Space bar and choose Edit -> Vertices -> Separate
http://thumbs.modthesims2.com/getimage.php?thumb=1&file=455586 (http://thumbs.modthesims2.com/getimage.php?file=455586)http://thumbs.modthesims2.com/getimage.php?thumb=1&file=455587 (http://thumbs.modthesims2.com/getimage.php?file=455587)
Click to increase size
- Now you have 3 subset: the tabletop, the leg and the base for the top.
- Go to object mode and select the top and its base,
- Regroup: click Space bar -> Object -> Join Object and click ok
http://thumbs.modthesims2.com/getimage.php?thumb=1&file=455588 (http://thumbs.modthesims2.com/getimage.php?file=455588)
Click to increase size
- Now you have two new subset as you like: the top and the lag
Select both and in the export option deselect the option Objects and select Objects Groups
http://thumbs.modthesims2.com/getimage.php?thumb=1&file=455589 (http://thumbs.modthesims2.com/getimage.php?file=455589)
The option "Objects Group" is most important: it sets the "g" in the OBJ file and it maintains the different subset.
The option "Objects" sets the "o" in the OBJ file and it joins the different subsets in ONLY one.
Hope this help you.
KatieKirby
29th Jan 2007, 01:17 PM
Two and a half hours later, I have a throbbing headache and a working mesh...Thank you soooo much for that MaryLou, you helped heaps!
Lethe_s
29th Jan 2007, 07:09 PM
ahhhhh,
see, I learn stuff about blender every day :)
thanks marylou
KatieKirby
1st Feb 2007, 11:56 AM
Argh, again with the problems :rolleyes: I can't seem to export .obj files. When I try the resulting file either has no extension, or it says it's a .obj but is only 1kb in size and won't import into either Blender or UVMapper...
MaryLou
1st Feb 2007, 12:59 PM
Here are the Import and Export options that I generally use, and I've never had problems with them.
IMPORT OPTIONS
http://thumbs.modthesims2.com/getimage.php?file=405971
I don't use any options to import the obj file........
1) Import *.mtl - There is no need to import the materials for the mesh (they are stored in the separated *.mtl file, if it exists: SimPe doesn't create a .mtl file anyway)
2) Re-Use Existing - If the option 1 is deactivated, this one is of no use.
3) Rotate X90 - If selected, it will rotate your mesh along the X axis: useless and misleading
4) Edges - basically, this doubles the vertices for each edge: we don't need duplicated vertices.
5) Smooth all faces - This applies the standard smoothing to the whole mesh; it doesn't give accurate results, it's way better to apply the smoothing using UVmapper.
6) Create FGons - this option, too, increases the number of vertices.
EXPORT OPTIONS
http://thumbs.modthesims2.com/getimage.php?file=405972
1) Triangulate: OFF. there's no need to automatically triangulate the *whole* mesh while exporting. You should triangulate only the visible faces before exporting.
2) Normals: ON. You must activate this, because SimPE expects to find the Normals stored in the OBJ file (otherwise, it gives error).
3) Materials: YOU CHOOSE. I set it to ON because this way Blender exports the materials, that I cna then import in UVmapper. But SimPE ignores the exported materials, so you can safely set this option to OFF.
4) OBJECTS and OBJECT GROUPS: these are the options that set the "o" and the "g" in the OBJ file. In order to create a OBJ file compliant with SimPE, you have to set OBJECTS to OFF (i.e. no "o" in the .obj file), and OBJECT GROUPS to ON (i.e. use the "g" instead).
Make sure your mesh has the faces mapped before export it.
File - >Export - >Wavefront (.obj)
If you delete the default name and rename the file as you like remember to add manually the extension write in the box the whole name with the extension i.e: new-mesh-tabletop.obj than choose the options and remember to click OK
Edit
Hint:Blender ( and UVmapper too in same cases) can't import file with too long file-name as usally make simpe........ you must use short file name.
Try to rename them.
vVv_klawz_vVv
23rd Feb 2007, 11:39 PM
OK im fine untill i get to the part where you are trying to export the bookshelf mesh from simpe. i clone it then go into geometric container and i can't find the files that need to be exported
HELP PLZ :!:
IgnorantBliss
24th Feb 2007, 05:48 AM
vVv_klawz_vVv, can you elaborate a little bit? Do you mean there is no Geometric Data Container, or that the bookshelf mesh is not there? If there is more than one Geometric Data Container in the package, look into all of them.
vVv_klawz_vVv
24th Feb 2007, 10:14 PM
when i go into the geometric container and there is only one file and it wont let me export it
IgnorantBliss
25th Feb 2007, 07:55 AM
Can you post a screenshot of what the view in GMDC looks like?
vVv_klawz_vVv
3rd Mar 2007, 08:31 PM
Can you post a screenshot of what the view in GMDC looks like?
i would but i dont know how :cry:
IgnorantBliss
4th Mar 2007, 07:32 AM
Press the Print Screen button on your keyboard, paste the image into a paint program (with Paint Shop Pro you can just click Ctrl+V, with Photoshop I think you have to first open a new image and paste into that). Then save the image and attach it to a post by using the Manage Attachments button.
vVv_klawz_vVv
6th Mar 2007, 10:43 PM
what about gimp
never mind i figured it out
Oh my gosh i feel like such an idiot!! the only reason it wasn't working was i hadn't installed the direct x when i first installed simpe. it works now so now i can finish the toutorial SOOO sorry i wasted your time.
shadowwolf67
17th Mar 2007, 12:15 AM
ANYTHING YOU CAN FIND TO HELP ENLARGE THE SCREEN FOR A almost BLIND GUY WOULD BE NICE...
iv got nose 2in from the screen now and the text is as large as i can get it.
Any help with Blender would be great....
Lethe_s
17th Mar 2007, 09:37 AM
umm, shadowwolf?
have you tried just changing the settings of your screen down to 600 by 800 pixels?
that will make *everything* bigger.
there's also stuff like virtual magnifying glasses for your pc (http://magnifier.sourceforge.net/)
shadowwolf67
18th Mar 2007, 11:47 PM
Any thing to help
i have the moniter set as low as i can now and it still is hard to see
its just getting yo the point i may have to call it quits
but thank you
kusohead
2nd Apr 2007, 11:56 AM
I have created my Mesh in blender (Ve:1508 Fa:1698)
I exported it as a obj file
and I tried to import it into SimPE
it came up with a error message:
============================================
Index was out of range.
Must be non-negative and less than the size of collection.
Parameter name: index
============================================
What can I do!!!!!?
HELPPPPP~~~~~~~~
MaryLou
2nd Apr 2007, 10:35 PM
Look at the post 159 (http://www.modthesims2.com/showthread.php?p=1563685#post1563685) for the Export Options.
Make sure your mesh has the uvmapping , then select the "Normals" (Simpe expects to find them in the obj file) and export it as an "Object Groups" even if it is only one subset.
kusohead
3rd Apr 2007, 07:14 PM
Look at the post 159 (http://www.modthesims2.com/showthread.php?p=1563685#post1563685) for the Export Options.
Make sure your mesh has the uvmapping , then select the "Normals" (Simpe expects to find them in the obj file) and export it as an "Object Groups" even if it is only one subset.
THX....I ''Kinda'' got it work.......
now I got rid of the first error message......then I got a different one:
========================================================
One or more of the importing Mesh groups contain too many verteices and faces
========================================================
Now I don't know what to do next...how am I going to sort this one?
I don't think my MESH is too complicated anyway...
The object that I am trying to make now is a Gachapon machine (Japanese capsule vending mach.)
here are 2 screenshots from blender...
Vert:5930 Faces:2790
http://xs414.xs.to/xs414/07142/scr.PNG
http://xs414.xs.to/xs414/07142/gacha3.PNG
plz plz plz~~~~~intellgent people plz help me
MaryLou
3rd Apr 2007, 08:20 PM
Your mesh has 1778 vertices ( isn't e simple mesh) and most probably when you import it in Simpe you'll get around 3500 vertices...........
When you import your obj file look at in the windows "Mesh Groups Importer" how many vertices the mesh really has.
You can try to reduce the vertices in blender ( with the option to "Remove Double") or import the obj file in uvmapper and make a different mapping, weld and smooth.
You must set simpe in advanced mode.....Open simpe go to Extra->Preferecens->Simpe Settings and select "Advanced Mode", than click ok.
Milosh
8th Apr 2007, 04:05 PM
Thank you so much for the tutorial! :bunny:
Mariiiiah
11th Apr 2007, 11:33 AM
First I want to thank for this great tutorial. After a few days of struggle, everything goes fine. Till the time to do UV mapping...
In the UV calculation, there's not such button as LSCM Unwrap... I'm using version 2.43 of Blender.
Is there a different command in the version I am using???
moppyXD
18th Apr 2007, 07:32 PM
Ok, how do you make a tutorial and get screenshots? :wtf: I don't know. :cry:
IgnorantBliss
18th Apr 2007, 08:03 PM
moppyXD, this at least the third time you ask that same question, please, don't post the same thing in multiple threads ;).
You take screenshots by pushing the Print Screen button on your keyboard and then (usually) resizing and editing the screencapture in a paint program. To post a tutorial in a forum you make a normal post with text, and attach images with the img tag as needed. You either have to upload the images somewhere else, or attach them to your post as attachments.
comedy711
23rd Jun 2007, 06:46 AM
i am thinking about downloading blender, just to see if i enjoy meshing. but if i install it on my computer , does it install anything else with it? please reply!!!
(yes im a computer-virusa-phobe)
IgnorantBliss
23rd Jun 2007, 07:09 AM
It does not install any viruses on your computer.
FBI Agent
15th Jul 2007, 12:56 PM
Thanks I was really looking for something like this! I'm planning on creating objects for the sims 2 and most likely am gonna post my objects here.
teenage_rebelle
20th Aug 2007, 03:38 AM
Help!!! I tried downloading this file a few times, but the RAR and WORD versions, but each time, they come up as SimPe files.
I tried manually opening them with Word and Adobe, but each of them arent able to decode them.
What do I do??
But thanks for the file.
Lethe_s
20th Aug 2007, 11:45 AM
Simpe files? that's ... odd.
I think you're missing an extractor. Please check this page (http://www.sims2wiki.info/wiki.php?title=Game_Help:Downloading_for_Fracking_Idiots_5) of the downloading guide for info on opening archives.
Colormuse
1st Sep 2007, 06:50 AM
thnx;)nice job
Stormboy15
2nd Sep 2007, 03:41 AM
Oh my gosh this is soooo helpful. I am ok at making lots...then now im starting to meddle in Object Creation....SO HARD!!
But thanks SOOOO MUCH for this
jumpstart123
2nd Sep 2007, 04:03 AM
wow thx............................
it works...............
___________________________
www.gilfar.notlong.com (my website)
thismodernlove947
25th Oct 2007, 10:04 PM
What program do you open the instructions with?
I am trying to make a sim movie to chop suey by system of a down - it is really difficult and i know it wont turn out as i want
Please, if anyone has any tips with movie making including making objects, meahing, what stuff to download, etc. I can only use gimp. I have no experience at all with meshing.
please help
thanks
xxx :)
jon119
25th Dec 2007, 04:00 PM
Hi, your tutorial is really wonderful! Thank you so much :bunny: .
But at one point I've got a problem. When I'm in "Uv Face select-Mode" there is no option called "LSCM Unwrap". It also doesnt appear in the Other menu that I can open with U. In that menu I cant find options like "Cube" or "Planar" either :( .
Do you know what I did wrong???
Thanks in advance for your help and Merry Christmas!
Lethe_s
26th Dec 2007, 09:41 AM
jon119,
hrm, this tutorial is really starting to show its age.
It seems they did change the uv-menu along the way, and i just didn't notice until now. :)
In blender 2.44 the menu looks something like this
http://thumbs2.modthesims2.com/img/5/0/2/5/2/MTS2_Lethe_s_686444_blenderuv.jpg
'Unwrap' is the same thing as what used to be called 'LSCM Unwrap'.
I haven't really experimented with the others yet, i'm assuming Cube Projection comes down to a cube uv-map as is seen in UV-Mapper.
The only other option I use a lot is 'Project from View', which is good for flatter surfaces. It makes a 'picture' from whichever side of the object you're viewing and lays the uv-map out exactly like that, so without the distortion you sometimes get with a normal unwrap.
In essence, its a planar map, but with more control (you are not bound to the z or x-axis, for instance).
moitjuh
30th Dec 2007, 08:27 AM
Thank you Lethe!!!
I am looking two days for a message like your last one. I don't understeand why I could not find LSCM unwrap.
THANK U!!!! :rofl:
jon119
30th Dec 2007, 07:15 PM
jon119,
hrm, this tutorial is really starting to show its age.
It seems they did change the uv-menu along the way, and i just didn't notice until now. :)
In blender 2.44 the menu looks something like this
http://thumbs2.modthesims2.com/img/5/0/2/5/2/MTS2_Lethe_s_686444_blenderuv.jpg
'Unwrap' is the same thing as what used to be called 'LSCM Unwrap'.
I haven't really experimented with the others yet, i'm assuming Cube Projection comes down to a cube uv-map as is seen in UV-Mapper.
The only other option I use a lot is 'Project from View', which is good for flatter surfaces. It makes a 'picture' from whichever side of the object you're viewing and lays the uv-map out exactly like that, so without the distortion you sometimes get with a normal unwrap.
In essence, its a planar map, but with more control (you are not bound to the z or x-axis, for instance).
Thank you very much for the fast answer, Lethe!
This is how the menu looks like in my version too.
I wish you and everyone here at MTS2 a happy new year :rofl: !
tomomo
1st Jan 2008, 09:30 PM
when i try to extract it there is a pop up saying file corrupted or somthing , dose it work with winar?
jon119
2nd Jan 2008, 02:46 PM
Hi, now I've got another problem. Very often when I want to import my meshes in SimPe I get this message:
Message:
Index was out of range. Must be non-negative and less than the size of the collection.
I dont really understand what that means but I cant import the mesh. :(
Regards jon119
Lethe_s
2nd Jan 2008, 07:28 PM
Tomomo,
if the file is corrupted, that usually means it timed out and you didn't download the whole thing. As they're zips, both winrar and winzip should be able to open them.
Please try redownloading the tutorial.
jon119,
The index out of range usually means that you have the wrong export settings, mainly, the wrong normals settings.
These are the export settings I use for version 2.44, and I have no problems getting my objects imported in SimPE.
http://thumbs2.modthesims2.com/img/5/0/2/5/2/MTS2_Lethe_s_690949_blender-export.jpg
jon119
5th Jan 2008, 08:37 PM
:help: Im very sorry but I cant import the mesh with this settings either. I always get the same message. Do you know any other reasons for the problem???
Thank you in advance for answers!
Lethe_s
6th Jan 2008, 02:11 PM
hmmm,
it could be that the normals in your mesh got messed up somehow, for instance by scaling too far down and turning the mesh inside out.
a good way to test export settings, to see that it's not your mesh, is to take a simple cube (like the one you get when you first open blender) and to export that and import it into simpe. If you find the settings that work for you there, you can try them on your new mesh.
jon119
6th Jan 2008, 04:59 PM
Ok, now I know my mistake :bunny: . I forgot that I have to UV-map my object before importing it into SimPE; Im a really a beginner :faceslap: .
Thank you so much for all your helpful and rapid answers, lethe. You're great!!!
yazylovealvin
9th Jan 2008, 02:16 AM
hey!
thanks alot. ive tried all the other tutorials, but i cant seem to get any of them. Thankyou SOOOO much!
ive finnaly created my FIRST EVER OBJECT, in 1 hour and 50 minutes! :p
thanks again,
yasmin :)
huddyyeo
28th Apr 2008, 11:06 AM
Does anyone know why my SimPE doesn't have a GMDC? I can't find it under the resource tree. I am using v0.66.
Naruto Fan 10989
25th Jul 2008, 05:28 AM
can somebody help me work blender( I have no idea what i'm doing) I can't even get how to make my sims stuff apear there
Lethe_s
29th Jul 2008, 07:18 PM
Naruto Fan,
hmm, if you're a real beginner, try the blender version of the Start to finish tutorial (it's in this same forum). That's probably slightly easier to follow. This tutorial is meant specifically for people that have already made some content.
dieNathy
24th Dec 2008, 02:16 PM
I just can't open ANY of those sims tutorials here for blender. So I tried to work all this out by using the meshing tut here for milkshape, I think I went along quite alright. But I can't open the GMCD with blender. it opens it just fine but on the screen, there's simply nothing, exept of some options of what I could do with this "nothing". Any ideas what this means? I'm confused, plus it's a foreign language so mesing around means that I could ruin everything becuase it's in english and I don't know what I'm doing. (I know you can change it but if I did so I wouln'd know what to do, reading the tutorials, which are english). I think I really need help with sims meshing
luvmebby
17th Nov 2009, 03:24 AM
I did the other tutorial but I dont plan on making a table right now. I am actually interested in beds... so yours should show me the missing steps that the other tutorial left out. thanks.
luvmebby
21st Nov 2009, 05:59 AM
your tutorial was excellent, I have tried them all but never understood them enought to get the hang of it. now I really understand, or I did, up until the UV mapping.
I have a newer version of blender and it has a different buttons window and none of the names match. could you revise your tutorial a bit?
and I changed the mesh to include cupboard cabnettes so that I could try and animate the door to learn basic animations with blender but I cannot find a tutorial that explaines the version 249.2 of blender I am using. maybe it could be an add on. even if you are not so good at animating, I know you have connections out there.
please if anyone can explain it properly it would be you. I tried using blenders tutorials but the writing is bunched together too tight and I cant understand them without pictures to explaine them. They are lacking in blender to sims2 tutorials for animation.
Nstone53
18th Aug 2010, 08:09 AM
It there a way to edit Sim Meshes with blender yet. I really really hate milkshape.
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