View Full Version : Mesh Borking on Export after altering bone assignments.
exportdry
5th Sep 2010, 10:52 PM
I have joined on vertex to another, when i change the bone assignments for the one set of vertices and export, the whole mesh becomes borked.
I am using the sims 2 bone tool to change the bone assignments etc weights so the vertices in that area are all the same.
I didn't noticed things went wrong until viewing in game and noticing gaps and general odd behavior in areas of the mesh i did not alter.
Should I be using a different tool?
Anubis360
5th Sep 2010, 11:20 PM
Sounds like you messed up the morphs to me, has the number of vertices changed? (compared to the original mesh)
exportdry
6th Sep 2010, 12:03 AM
I am making a pair of maxis shoes to height editable boots so there aren't any morphs :/
I have not checked to see if the number of vertices has changed....but then I don't think it matters if you do not have morphs.
Anubis360
6th Sep 2010, 12:07 AM
Hmmm... could you post pics please? Oh and if you're doing boots that are not painted on the body, you would need morphs.
exportdry
6th Sep 2010, 12:27 AM
Will do once I get back home.
I will need morphs?
I'm pretty sure when i extracted the GEOMS in CTU....
Just lod_1 through to 3.
The boots do make use of the body and the boots do work fine in game besides the small part I have to change the skin weight on.
EDIT:-I tried the process once more and have not had the issue this time around 0_o?
But...I have not tested the mesh in game.
Okay but here are the Images:-
1:-
The red boxes are the issue which i am going to resolve on the "working mesh".
this right has the later borked mesh.
http://thumbs2.modthesims2.com/img/7/5/3/9/4/8/MTS2_exportdry_1136073_Boots_Borked_CAS.jpg
2:-This is the images of the previous mesh and the borked mesh in MS3D.
http://thumbs2.modthesims2.com/img/7/5/3/9/4/8/MTS2_exportdry_1136074_Boot_Bork.jpg
I added Extended manual edit to MS3D and used that to correct the skin weights. (Worked)
Then i went back and used the Sims2 Bone tool....and it worked this time around without the oddness seen in the sole of the boot in the image on the right in MS3D. :/
EDIT:-Looks like it is working now?!
I must have clicked on some other editing function made for the sims 2 which borked the boots.
Will come back with images before deleting this thread.
orangemittens
6th Sep 2010, 01:17 PM
There's no need to delete a thread once an issue is resolved. Often it's helpful for other people if you leave it...if you had this problem others might too and reading how you fixed it saves them from having to post about it all over again. :)
exportdry
6th Sep 2010, 02:54 PM
There's no need to delete a thread once an issue is resolved. Often it's helpful for other people if you leave it...if you had this problem others might too and reading how you fixed it saves them from having to post about it all over again. :)
If you read you will see I did not resolve it because the source of the issue is unknown.
I just re tried and for some reason it did not play up like the last two times.
So not point having this thread here plus this is going to now be more appropriate in Creator feedback.
But as seen here the boots are well on there way now.
4 channels available and working correctly in game.
Making three versions of various height right now along with fine tuning of the UV and textures.
http://thumbs2.modthesims2.com/img/7/5/3/9/4/8/MTS2_exportdry_1136201_BootsBETA_Pic_A.jpg
WesHowe
6th Sep 2010, 03:16 PM
Your old mesh appears to have two rows of vertices along where the insole attached to the leather part, and another set running from the heel to the insole. These rows do not appear to have the same weightings, which is why there is a gap in-game (when they are animated).
Also, on your old mesh, the VertexIDs on the row where the foot and leg mate up are probably not the same as the original shoe. When they are not, the mechanism behind the sliders does not operate the same on the shoe as it does on the leg, creating another gap.
Neither of these issues would be visible in MS3D without animating the mesh, because the gaps are cause when the joints are moved, and vertices that are not weighted the same but are at the same location will move different amounts.
I never rewrote the Sims 2 Bonetool for Sims 3 because that aspect works exactly the same in Sims 3 (some people have used the sims 2 Bonetool for other game mods, too). There are, of course, significant technical differences in the skin weights between Sims 2 and Sims 3 mesh files, but those are managed in the importer and exporter plug-ins.
BloomsBase
8th Sep 2010, 01:13 AM
You do need the morphs(making new Bgeo's) if your going to edit/update the ankle part.
Check the fatmorph in CAS. :)
exportdry
8th Sep 2010, 02:47 AM
Urrrgh.....
Okay :)
I was pretty certain the ankle was more chunky in game when i saw the sims running about....
Wonder why I didn't see them exported in CTU?
Will take a look when I get home.
Shouldn't be hard to make.
Just been a lot of remembering things from since last modding for the sims.
BloomsBase
8th Sep 2010, 11:08 AM
you have to manually extract the morphs when using CTU(you need them as reference meshes in MS) from the basegame file fullbuild0.
Make the base mesh and the 4 morphs, load the base mesh back in CTU
MAke new Bgeo files(BMM) with the morphs and replace the ones in your package with them.
Its easier to use TSRW as it does it all for you. ;)
exportdry
8th Sep 2010, 11:19 AM
Okay Bloom....I really confused now....
A few minutes ago I opened up my game to see what you were talking about.
I created a new sim and set the slider to the fattest.
The ankle around the boot morphed out to fit the fat shape 0_o?
Here's a piccy.
http://thumbs2.modthesims2.com/img/7/5/3/9/4/8/MTS2_exportdry_1136669_Fat_boots.jpg
BloomsBase
8th Sep 2010, 02:47 PM
Then you most likely used the upper 2 rows of faces(above the ankle) of the original sims 3 shoe/foot?
Those vertices are numbered(vertID's) and have a match with the morph meshes so they move along with the sliders.
The meshpart below those 2 rows are identical for both the base mesh and morphs so the sliders will not change that part.
I created the first sexyfeet meshes similar as we didn't have BMM yet to create the Bgeo files(slider files) yet.
It will work this way altho the vertices that are not numbered will slightly change position when ingame.(but hardly visible)
exportdry
8th Sep 2010, 10:53 PM
This is basically a the sims 3 shoe which I have flattened and smoothed out below the ankle and then reshaped and retextured to have a Doc Marten style look to them.
What vertices will not be numbered?
How do i number them if they are not numbered?
I have not added any new faces to this mesh.
Just joined some vertices together, aligned the normals and sorted out a minor skinweight issue.
I would like to make sure the boots do not misbehave in game in anyway.
BloomsBase
8th Sep 2010, 11:07 PM
If you didn't add verts/faces all will be fine.
Thought it was a sims 2 conversion. ;)
exportdry
8th Sep 2010, 11:40 PM
Ah...
I was about to go down the conversion track until I saw I was able to manipulate the base meshes to something similar enough for me to be happy with.
Oh well I learn't something out of this.
Maybe I will head down that road sometime and need to add morphs, not looking forward to it, but if i want to make something which does not look weird in game, it's what i'll have to do.
Tanks for the responses everyone.
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