View Full Version : Oh noz! Verticies gone wild!
Tyler
8th Aug 2007, 7:14 PM
Okay, here's basically what's going on: The mesh looks great as an .ms3d and once I export it through Unimesh...my fat morph aslodes! Like not even a small aslosion, a big one. We discussed it in #create a bit last night...and I've been trying to identify the problem for a couple hours with Aychpee. Originally we've thought it to be the normal issue that Aychpee found in her mesh, thread can be viewed here. (http://www.modthesims2.com/showthread.php?t=238420) After following through and reading it a couple times...I just cannot get that to work. I've tried having someone else export it, it only made it worse. I'm not completely sure of what could possibly be causing it...I thought perhaps screwed up verts in the .ms3d but that doesn't seem to be a case. I've also considered the possibility of a corrupted skeleton but the fit morph would be messed up if that was the case, no? I don't know what to do other than remesh, so I'll leave it here for a couple days to see if anyone can figure this thing out. Below are the images.
http://i16.tinypic.com/4yipc8w.jpg
fat morph in game...yucky!
http://i15.tinypic.com/68jlvyu.jpg
morphing from fit to fat...eek
http://i12.tinypic.com/6aq7d3p.jpg
normal fit morph...such a nice mesh, eh?
http://i13.tinypic.com/4pcbskp.jpg
here's how the .ms3d file looks pre-export
http://i14.tinypic.com/61jdi5z.jpg
here's the mesh post-export...oh noz!
Thanks for any help guys.
tiggerypum
8th Aug 2007, 9:15 PM
Try selecting everything and 'unwelding' it. I wonder if a weld command was hit accidentally.
Is your fit mesh intact? Can you delete the fat morph, and put the fit mesh into the game and it act perfectly? (aside from not getting fat?)
Tyler
8th Aug 2007, 10:03 PM
When you delete the fat morph and only export the bottom I get a message that it's not properly grouped...which it's not. Anyhow...I tried the unwelding bit and I'm clueless. Here's how it looks post-weld:
http://i13.tinypic.com/6h6wiv9.jpg
WesHowe
8th Aug 2007, 11:11 PM
C'mon Tyler. Accuracy is important.
"not properly grouped" is not one of the choices.
Perhaps you have the "MorphRefNum:" comment still in place in the base group, and it is complaining the group can't be found (since it was removed)?
<* Wes *>
Tyler
9th Aug 2007, 12:28 AM
Ah, sorry for not being more clear wes.
By grouping properly I meant having my comments and group name as the originals...I did already remove the MorphRefNum:0 though it seems to not fix the problem. I'm wondering what it causing this..as Tig has suggested I'm going to reclone the original mesh and try to remake the fat morph I suppose...though I'm intrigued to figure out the cause of this weird error.
WesHowe
9th Aug 2007, 12:46 AM
Try using MorphRefNum: 1 and change the fat name to ~00MORPHMOD.1
<* Wes *>
Tyler
9th Aug 2007, 12:59 AM
Hmm...I tried this and then instead of even recognizing the fat mesh it seems it's just overlooking it and continuing to use the fit mesh for both. I also tried chaning the variables...from the ~00MORPHMOD.1 to ~00MORPHMOD.2, ~00MORPHMOD.0, ~00MORPHMOD.3. When I did this I also changed MorphRefNum respectively.
WesHowe
9th Aug 2007, 1:32 AM
If the game is using the fit mesh for both, and you know the morphmod mesh is there, then the names in the morphmod comments are wrong. Those names, not the numbers, are how the game finds the morph. UniMesh uses the MorphRefNum: and the patterned name to link the two (or three) together at export time.
Without looking at the broken GMDC, I cannot tell. But based on your original post pictures, I think it is the typical 'asplosion' issue, rearranged vertice ordering between the base and the morph groups.
Make another working copy, delete the current morphs, make a NEW fat morph by selecting and duplication the base group, set the comments in teh morphmod group properly and the right morph group name, then just select ONE vertex in the morphmod group, pick 'move' and pull it out to form a definitive pointy shape that you can see in the game. Anywhere works, I often use the arm because it is obvious and rarely obscured.
Put this in the game, and if it works, you know the old fat morph is trashed and must be redone. If it doesn't, I want to see the broken file.
<* Wes *>
Tyler
9th Aug 2007, 6:28 AM
We figured the issue out, thanks again Wes and Tig!
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