View Full Version : Tutorial: MTS2 Mesh Tool Clothing (now with pics) UPDATED 3/22
WDS BriAnna
5th Feb 2005, 10:35 PM
The time has come to give this tutorial a retirement party :baloons:
It has served us well for over a year, helping many meshers get started modifying sims bodies.
The replacement tutorial is found here:
http://www.modthesims2.com/showthread.php?t=141997
Thank you Brianna and Windkeeper for all you've given to the community.
--------------
EDIT (by Numenor and Tiggerypum):
NOTICE: This tutorial makes use of the MeshTool, which prevents the creators to add or remove vertices in the mesh (only moving vertices is allowed).
If you are planning to add/remove vertices in the mesh, then check the Clothing Mesh Tutorial by NeptuneSuzy (http://www.modthesims2.com/showthread.php?t=105311)
Also, be sure to check the additional info included on step 27 - Exporting the original mesh (look for the :here: mark).
NOTICE: this tutorial was written using the old, non-graphic interface of SimPE; this interface, though not completely supported by SimPE's creator any more, still exists, and can be accessed by using the START MENU, and going to the SIMPE selection, then choosing: THEME/CLASSIC LOOK [/B].
The new graphic interface has a different layout and some new functions; in any case, the tutorial can be followed either using the standard graphic SimPE, or the Classic one; the decision is up to you :)
THE INFORMATION ABOVE ARE NOT INCLUDED IN THE DOWNLOADABLE VERSION OF THIS TUTORIAL!
---------------------------------------------
New Clothing Mesh Tutorial by WDS BriAnna
Pictures by Windkeeper
French translation by Rosemat, German translation by Rado, Spanish translation by guppy_gabriel, Russian translation by Ole4ka, Thai translation by lovelysims2 (See links at bottom of post.)
This tutorial will help you alter a clothing mesh. The resulting mesh will be a stand-alone file that doesn't overwrite existing meshes and is expansion pack compliant. This has a lot more steps than making an object mesh.
You can only alter existing meshes, and you can not add parts (hats, purses, etc.) to the mesh.
You will need the following:
A. Simpe 0.32 or later: http://sims.ambertation.de/
B. Delphy and Miche's Sims 2 Mesh tool: http://meshtool.modthesims2.com/
C. A 3D Program that can read and write obj files. (We'll be using Milkshape for the tutorial).
D. Basic knowledge of SimPE and Bodyshop. If you don't have this knowledge, make a skin or two with bodyshop and recolor an object or two with SimPE first. There are tutorials everywhere.)
E. Basic knowledge of the 3d program you picked. I can't teach you how to use every one, but every 3d program has tutorials on the web.
We will remove the hanging back decoration from the full skirt formal dress for this example.
Part I - Creating a temporary texture for testing.
1. Open bodyshop and choose the item you want to alter. It should be similar somewhat to what you would like to end up with (a skirt for a skirt, pants for pants etc.). For this tutorial we're fixing the full skirt formal with the back piece, so we'll pick that. Export it and name it anything you'd like. We won't be keeping it for the final item, so I'll call it MeshTutorialTemp. Import it to your game (tooltip and category don't matter right now). Close bodyshop.
http://www4.modthesims2.com:81/getimage.php?file=29770
Part II - Finding the mesh parts.
2. Open SimPe.
3. Open the package file you created in bodyshop. (It will be in my documents/ea games/the sims 2/saved sims and it will be named with a hash number at the beginning, an underscore, and then the name you gave it part 1. For example, 7f835c0e_MeshTutorialTemp.package.)
http://www4.modthesims2.com:81/getimage.php?file=29771
4. Click on property set in the "Packed Files" window. Then click on the plugin view tab in the middle of the screen. Write down or remember the name from the name (dtString) line. In our case, it's afbodydresslongloose_grayline. We only need the "afbodydresslongloose" part so ignore the "_gray". We're done with this file for a while. We'll get back to it later.
http://www4.modthesims2.com:81/getimage.php?file=29772
5. Make a new folder to keep your project files in.
6. File-Open "C:\Program Files\EA GAMES\The Sims 2\TSData\Res\Sims3D\Sims06.package"
(note: To find meshes from expansion sets, look for them in the corresponding folders, for example: "C:\Program Files\EA GAMES\The Sims 2 Open For Business\TSData\Res\Sims3D\Sims06.package")
7. Using the namemap, find the item that matches what you copied down in step 3. [Note: one says lod15 on it. Don't pick that.] Copy the instance field (OxFF70C65F in our case) into the "instance filter" box that's in the top right corner of the screen.
:here: In the newer simpe - click on the filter tab (with the magnifying glass) and paste the instance field into the 2nd box, click 'set' below it then follow the steps below (added by Tiggerypum)
http://www4.modthesims2.com:81/getimage.php?file=29773
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. (newer simpe, clear it and click 'set' below it)
http://www4.modthesims2.com:81/getimage.php?file=29774
9. You've got the resource node (cres), now repeat steps 5-7 for the shape (in sims05.package), the geometric node (gmnd - in sims04.package), and the geometric data container (gmdc - in sims03.package). Remember to empty the instance filter box each time.
http://www4.modthesims2.com:81/getimage.php?file=29775
Part III - Building your mesh package.
10. Click new in simpe. Leave long index checked.
11. I'm starting to repeat myself, but make sure your instance filter box is empty.
12. Right click in the packed files window and choose add. Go to your project folder and add all 4 files that show up there. All four files should appear in the packed files window (unless you didn't clear your instance filter box -- but you did right? Do it now if not, and the files will appear.)
http://www4.modthesims2.com:81/getimage.php?file=29776
13. Save your file in the downloads directory. Call it MESH_YournameAfilenameThedate. For example, MESH_WDSGown020505.package.
http://www4.modthesims2.com:81/getimage.php?file=29777
14. Click "fix integrity" in the PLUGINS menu.
:here: For the New Simpe - it's the TOOLS menu - Object Tools - Fix Integrity
15. A Scenegraph rename wizard window will open.
NEW STEP: Uncheck the box at the bottom that says "UNiVERSITY READY V2" -- our files will still be Expansion Pack compatible, but skin meshes need to be in EP1 format. (The screenshot doesn't show this new box.)
Type your filename in the ModelName box. For mine, it's WDSGown020505. Click update. Then click OK.
http://www4.modthesims2.com:81/getimage.php?file=29778
16. Save.
17. Extract new copies of your resource node and shape into your project folder. Name them modifiedcres and modifiedshape so you can tell them from the originals.
http://www4.modthesims2.com:81/getimage.php?file=29779
Part IV - Pointing the temp skin at the new mesh package.
18. Open the package you made in bodyshop (see step 3 for locating it.)
19. Right click in the packed file window and choose add. Pick only the modified cres and modified shape from step 17. They will appear in the packed files window.
http://www4.modthesims2.com:81/getimage.php?file=29780
20. Go to the 3D ID Referencing File (3IDR). In the plugin view tab, you will see a button that says package. Click it. A window will pop up.
http://www4.modthesims2.com:81/getimage.php?file=29781
21. Drag your shape and resource node from the popup window into the list on the left. You will now have two shapes and two resource nodes.
http://www4.modthesims2.com:81/getimage.php?file=29782
22. Click on the resource node at the top of the list and delete it. Click on the shape at the top list and delete it.
http://www4.modthesims2.com:81/getimage.php?file=29783
23. Move YOUR shape and resource node from the bottom of the list up to the top (resource node first, shape second).
http://www4.modthesims2.com:81/getimage.php?file=29784
24. Click commit. (If you can't see the commit button - resize your window, it likes to hide.
http://www4.modthesims2.com:81/getimage.php?file=29785
25. Delete the shape and resource node from the PACKED FILES window. (They were added in step 19, just to make changing the reference easier, and we don't need them in this file anymore.) Then Save your file.
http://www4.modthesims2.com:81/getimage.php?file=29786
(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.)
Part V - Editing your mesh (finally!)
26. Open up your MESH package in simpe.
http://www4.modthesims2.com:81/getimage.php?file=29787
27. Choose the geometric data container. In the plugin view tab, :here BE SURE THAT THE SELECTOR IS IN "XYZ" POSITION (otherwise their mesh ends up laying down), and then click "Export to OBJ"
:here In the new simpe - the button is 'EXPORT'. Once you click it, you will be offered various formats - use the 'Maya Object Exporter (.obj)' format.
http://www4.modthesims2.com:81/getimage.php?file=29788
28. Edit: In the new simpe, you get to name your object file, name it body.obj if it's a whole sim, top.obj if it's a top, bottom.obj if it's a bottom.
29. Open your 3d program, and open up your obj file. (Use import wavefront obj if you're in Milkshape.)
30. Edit your mesh, be creative. :here: YOU CANNOT ADD OR DELETE POINTS ON THE MESH, YOU MAY ONLY MOVE THEM!
Some tips/rules: a. If you're in Milkshape, uncheck the "auto smooth" box in the groups tab before you move anything, or else you'll get all these weird sharp edges. b. Don't delete any vertices, just move them
As for me, I'm just going to grab the vertices that make up the hangy thing on this gown and move them inside the body where they won't cause more ugly trouble. For anything else, we could probably delete them - but we avoid deleting vertices, remember?
31. Save your file in case you want to make more changes later. Export your obj into your project directory and call it something like mygownforimport.obj.
Part VI - Putting the new mesh into your mesh package file.
32. Open up your MESH package in simpe. Right click on the geometric data container (gmdc) and choose extract. Call it something like originalgmdc.5gd and save it to your project directory.
http://www4.modthesims2.com:81/getimage.php?file=29789
33. Open Miche & Delphy's mesh tool.
34. Click "sims 3d file" and choose your edited obj file (mygownforimport).
http://www4.modthesims2.com:81/getimage.php?file=29790
35. Click "load sims 2 mesh" and choose the gmdc from step 32 (originalgmdc.5gd). (You'll have to tell it to show 5gd files at the bottom, it defaults to showing only .simpe files.)The tool uses this as a reference to keep your names and the animation and skeleton data. (By my understanding).
http://www4.modthesims2.com:81/getimage.php?file=29791
(Note: I've heard that some 3d programs may require you to edit settings with the settings button, for milkshape, I've been leaving everything but overwrite names checked - it works best in my experience. I've also heard that requires you to uncheck "export polygons" for hair. Haven't tried. Let me know. )
37. Click save file (something you can find like editedgown.simpe)
38. Go back into simpe and reopen your mesh .package file if it's not already open.
39. Right click on the geometric data container and choose replace. Pick your new .simpe package (editedgown.simpe.) Then click commit. Save.
Go see if it works in the game and bodyshop. If it has weird problems like holes, you probably deleted vertices or moved too many too far. If it is still the old one, repeat steps 34-39 and check that you did part IV correctly. If it's just not quite right visually, repeat step 30, 31, and 33-39 until it's wonderful.
http://www4.modthesims2.com:81/getimage.php?file=29792
http://www4.modthesims2.com:81/getimage.php?file=29793
Part VII - You're done! You rock!
40. Now you can go back in bodyshop and pick the new thing (the temp skin) and choose it to make a new skin from. You need to have at least one skin with this mesh in it to be able to choose it in bodyshop (obviously), but that first temp skin (the one still using the maxis texture) can go in the garbage once you've made more.
Additional notes:
You can distribute that MESH_ .package with the .zip/.rar file of any skin that needs it, and it'll overwrite itself if your user already has it - as long as you leave the name alone. So, no need to say "grab my ugly green dress and don't ever delete it if you want the pink one". The skins rely only on the MESH_ .package file and not on each other.
I hope you had fun, and I hope it wasn't too hard. It gets easier the more times you do it. I'll put the gown mesh in beta testers for anyone that wants it.
Thanks to Windkeeper for the great screenshots!
Ole4ka wrote a Russian translation -- it also has pictures that may still help English-speaking meshers. http://www.i.morning.ru/~vev/GONZA/NewClothingMeshTutorial.htm
Rado wrote a German translation. http://people.freenet.de/rado-sims2/own/Mesh-Tutorial_(German).rar
Rosemat wrote a French translation at her site, Pronup Sims. http://rosemat.chez.tiscali.fr/Sims2/TutoMeshBrianna_Pronupsims.htm
guppy_gabriel wrote a Spanish translation at site, Guppy Sims.
http://guppysims.gratishost.com/
lovelysims2 wrote a Thai translation.
http://www4.modthesims2.com:81/getimage.php?file=48544 (http://www4.modthesims2.com:81/getimage.php?file=49229)
Thanks so much for the translating work, guys!!
Mattalways247
5th Feb 2005, 11:17 PM
Could we also use this knowlege to create different meshes for skins or only for clothes ? Great tutorial !!! :)
WDS BriAnna
5th Feb 2005, 11:25 PM
You could theoretically clone a skintone in part I and then follow the same instructions for body modifications. Haven't tried.
saracentner
5th Feb 2005, 11:36 PM
thank you thank you...i am so slow
Misty Fied
6th Feb 2005, 12:51 AM
Thankyou - I was working on some meshes today, trying to figure out how to get them back in the game. Now I know, and I have my first modified mesh! Yay.
roxxy
6th Feb 2005, 1:37 AM
Unfortunately I get as far as Step 22
(Click on the resource node at the top (the one marked [userfile]) and delete it. Click on the shape at the top (the one marked [userfile]) and delete it.)
and Simpe hangs and does not progress any further. Can anyone please assist with anything to resolve this or tell me what could be causing it?
ThomasRiordan
6th Feb 2005, 1:47 AM
roxxy, usually when that happens to me it's because I'm low on memory. After a brief lag it usually does come back up. Try closing some background tasks if you have any running.
Brianna, thanks for writing this up. I've been wondering how to do this and now I know how.
Miche
6th Feb 2005, 2:16 AM
Thanks BriAnna for writing this, it really help us , as then we no longer have to spend the time trying to write tutorials and can instead spend it improving the mesh tool.
saracentner
6th Feb 2005, 3:44 AM
roxxy
did you hit the delete button in the program or on the keyboard? i was having lag when i did it with the keybpard but it was fine with the in program button
BonesChapel
6th Feb 2005, 5:50 AM
Thank you so much for this tutorial. I'll go through your methods and let you know how it turns out.
roxxy
6th Feb 2005, 5:52 AM
Thanks for your answers everyone.. I thought that might be the problem. Unfortunately I tried it on another PC here at home and still the program stopped responding. Guess it's one of those things that at this point in time I will put on the backburner.
Thanks again... and btw it was a great tutorial and very complete. Thank you.
Saikatsu
6th Feb 2005, 6:03 AM
Bleh.
Didn't work at all. The model is totally destroyed once brought back into the package and viewed in Body Shop. I didn't delete any vertices. I didn't move anything really far out. It's not even using a texture, it's solid black. Ugh. I did everything mentioned in this tutorial, followed it exactly... doesn't work.
(Somehow, I was expecting this to happen-- everything I attempt doing lately ends up being some huge ordeal that isn't worth the trouble.)
WDS BriAnna
6th Feb 2005, 6:15 AM
Can I see your package files, Saikatsu? It's especially weird that it lost your texture.
Saikatsu
6th Feb 2005, 6:16 AM
Can I see your package files, Saikatsu? It's especially weird that it lost your texture.
Lemme try starting over again... if it still does it after that, I'll post it. :\
landoman
6th Feb 2005, 6:26 AM
BriAnna great tut. I'm getting confused on step 20. which 3IDR FILE--In the plugij veiw tab???? in the packed file area there are 22 of them--its alittle obtuse.
WDS BriAnna
6th Feb 2005, 6:41 AM
22? Are you doing a skintone landoman? The trick with bodyshop files that contain multiple meshes (hair, skintones) is to figure out which of the 3IDR matches the mesh you're working on (the adult female body or the elderly male body or what not) Go through the material definitions and find the one that matches yours. Write down it's subtype and instance number from the packed files window. Then go back to the giant list of 3idrs and go through and find one whose material definition line matches the numbers you wrote down. The first set of numbers 49596978 will be the same for all of them, the third will be the same in all of them as well. Watch the second and fourth till you find the one that matches. That's the one to change.
Saikatsu
6th Feb 2005, 7:09 AM
Started over completely, only moved a few vertices a bit, same exact result. Friggin ridiculous.
WDS BriAnna
6th Feb 2005, 7:15 AM
I need the other package, too. The one with the gmdc in it. Are you using Milkshape or something else?
Saikatsu
6th Feb 2005, 7:19 AM
I need the other package, too. The one with the gmdc in it. Are you using Milkshape or something else?
Oh, right. Attaching that.
EDIT: Okay, now I just feel like an idiot, because the file I gave DOES have the GMDC in it. -_- What exactly is it I need to post?
I used MilkShape to convert it to a 3DS then imported that to 3D Studio Max, which I've been able to successfully use to create new object meshes, then exported it to a 3DS again, imported to MilkShape, export to OBJ. I really don't like working in MilkShape, it's poorly designed. :\
Mr.Bill
6th Feb 2005, 8:41 AM
Thank you so much for this tutorial. I have been trying for a while now to figure out how to do this.
You rock!
WDS BriAnna
6th Feb 2005, 9:12 AM
Saikatsu, when I open your file, it is the bodyshop package only. The one with the 3IDR, texture, etc. Only one package in your rar file. I need both packages: this and the one that starts MESH_
But I suspect that your converting to or back from the 3ds is losing some data. Try (though it sucks) just moving stuff with milkshape (leave 3D Studio Max out of it) and importing back in. If it works, you know it's the converting, and you can try using the obj import/export plugin for 3D Studio Max or another method. If not, then something else is wrong in the tool or elsewhere. Since it's showing up in bodyshop and the game, we know you followed the tutorial exactly.
Saikatsu
6th Feb 2005, 9:20 AM
Saikatsu, when I open your file, it is the bodyshop package only. The one with the 3IDR, texture, etc. Only one package in your rar file. I need both packages: this and the one that starts MESH_
But I suspect that your converting to or back from the 3ds is losing some data. Try (though it sucks) just moving stuff with milkshape (leave 3D Studio Max out of it) and importing back in. If it works, you know it's the converting, and you can try using the obj import/export plugin for 3D Studio Max or another method. If not, then something else is wrong in the tool or elsewhere. Since it's showing up in bodyshop and the game, we know you followed the tutorial exactly.
Okay. Confusion on my part, I thought I gave you the one that started with MESH_ x_x
The 3D Studio MAX OBJ plugins don't work. Otherwise, I'd be using them. -.- I don't get how 3DS works fine with objects, but not clothing meshes.
I'll try again with only Milkshape in the morning, I'm too tired and angry to work with it any more at the moment.
WDS BriAnna
6th Feb 2005, 10:04 AM
Thanks, that hekps. You did the tutorial perfectly, but all of your normals are inverted. In the giant tool help thread someone said something about how to fix that. It is coming from the conversion, but I believe there was a solution in there.
Good luck. :)
Miche
6th Feb 2005, 11:27 AM
Try importing just the vertices , not the normals , then the normals shouldn`t get imported.
Vinther
6th Feb 2005, 2:50 PM
Argh! I've tried this several times now. I've followed the tutorial to the letter, but the mesh never changes!
I've tried to trace the error and as far as I can tell, it seems that either the Mesh Tool does not alter the gmdc with the obj, or replacing the gmdc in the package with the one produced with the Mesh Tool does not work. Because if I try to export the obj again, AFTER I've imported the edited one, the original mesh shows up!
I have absolutely no idea what to do. Have anyone else had this problem and solved it, or can anyone think of a possible solution? I would more than appreciate it, thank you.
Btw. I'm using Blender to import/export and edit the obj's... If that helps.
Miche
6th Feb 2005, 2:56 PM
The most likely cause for this, is that you are using blender, and blender (well for me anyway) renames the meshes (it`s likely to have renamed it to something like "g_body g_body", so the mesh in the obj file you create with blender will not be the same as the original (what should be "body"), as I`ve said a number of times now, that when the mesh tool is importing a modified mesh , that it will look at the names in the obj file and try to match them up with the parts in the gmdc. If the names of the meshes in the obj file don`t match the names in the gmdc file, then the new meshes will not be imported. (there is no other way for it to know what parts go to what)
You can either rename the mesh(es) back to their original in blender (not sure how you do that) or you can open the obj file up in notepad and edit the names in there. (look for the lines starting with g or o )
NancyJames
6th Feb 2005, 3:11 PM
I get the mesh to change but its seriously messed up som of the vertices are in th eright place but most are just all over. I triecd importing the maya obj into milkshape and reexporting, even checking the naming in wordpad and now the model doesnt change at all :(
Bishounen_Taurus
6th Feb 2005, 3:17 PM
What do you mean in step 25: "Delete the shape and resorce node from the package"?
Do you mean from the plugins view window or the packed files window?
Vinther
6th Feb 2005, 3:48 PM
Whoa... Thanks for replying, Miche! Now a different model shows up in Body Shop. It just... looks a bit strange. The polygons are ALL OVER the place! I guess Blender saves the obj's in a format that, to the Mesh Tool, LOOKS like it's valid, when it really isn't.
Taking a closer look at the obj exported from SimPe and the one exported from Blender, the only differences I can see (except for Blender changing the names) are that Blender saves the coordinates with a higher precision and that SimPe adds a number after every set of coord's (which should be completely unneccesary as they are just enumerated 1 to [number of vertices] in the order that they are saved in the file).
I'm going to try and write a simple program to fix these things in the Blender obj's, and hope it will work.
MimeWhite
6th Feb 2005, 4:01 PM
Thank for the tutorial! :)
, I didn't really follow the way you did but' it help me understand more of what I should do,now I complete my new hair mesh(well alter mesh I mean) and it seems to work ok in game as well,
I got a bit more question tho
the GMND picture on the right i, is it possible to change the name "hair_alpha3 [cDataListextention]" to other name such as "hairalpha3" ?
(a completely different name) I can't find a way to change it,
*Edit* ok..I figure it out all of those things except the animation part..........
will the moder looking into Maya plugin?, I couldn't use it to export my object(it will get those explode mesh)
Xenos
6th Feb 2005, 4:18 PM
Thank you so much! This is the help I've been waiting for. Now, hopefully, I can do a bit of remapping of the existing meshes so transparencies and alphas will work for all meshes and not just a few of them. Will be playing with this a bit tomorrow! Thank you thank you thank you!
(And thanks, of course, to all the folks who made the tools that will make this possible).
X.
Miche
6th Feb 2005, 4:26 PM
Whoa... Thanks for replying, Miche! Now a different model shows up in Body Shop. It just... looks a bit strange. The polygons are ALL OVER the place! I guess Blender saves the obj's in a format that, to the Mesh Tool, LOOKS like it's valid, when it really isn't.
Taking a closer look at the obj exported from SimPe and the one exported from Blender, the only differences I can see (except for Blender changing the names) are that Blender saves the coordinates with a higher precision and that SimPe adds a number after every set of coord's (which should be completely unneccesary as they are just enumerated 1 to [number of vertices] in the order that they are saved in the file).
I'm going to try and write a simple program to fix these things in the Blender obj's, and hope it will work.
did you make sure you only had the import vertices option selected in the options screen in the mesh tool, sounds like you are importing the faces too.
Vinther
6th Feb 2005, 4:53 PM
I was actually doing it with all options checked except the "overwrite names", like the tutorial said. Now I tried just checking "import vertices" but I got the same result.
It looks like the model has frozen in an explosion or something, the polygons are scattered around the center, rotated and sized WAY off of where they should be.
Miche
6th Feb 2005, 5:57 PM
I was actually doing it with all options checked except the "overwrite names", like the tutorial said. Now I tried just checking "import vertices" but I got the same result.
It looks like the model has frozen in an explosion or something, the polygons are scattered around the center, rotated and sized WAY off of where they should be.
I`ve just seen where it say that in the tutorial, and while I`d say each person should try changing which options are checked to see what ones best works for them and their mesh, I`d advise if at all possible not to import the faces/polygons, as I can think of a number of ways this could mess up the animations. (but if it does work for you by importing the polygons/faces, then that`s ok)
Bishounen_Taurus
6th Feb 2005, 5:57 PM
Ok, i got mine done, yay! There are some minor places where i can see the skin, but that's caused to me movie the vertises too far...
But what do we do about the hard edges? Are we allowed to create vertises? Lemme just try...
NancyJames
6th Feb 2005, 6:10 PM
I followed the tutorial and made sure to only import faces and this is what I get :s
Bishounen_Taurus
6th Feb 2005, 6:16 PM
Ok, smoothing it is a nono, due to it exploding...(i use Rhino)
Miche
6th Feb 2005, 6:17 PM
I followed the tutorial and made sure to only import faces and this is what I get :s
To only import faces ?
if that wasn`t a mistake and you didn`t mean that you didn`t import faces, then see my post above.
As we have said before, the amount of changes you can make is limited (we are wroking on allowing completely new meshes to be imported and used as bodies) so if the changes you make don`t work and cause the mesh to explode or look wrong, and if changing the options don`t make any difference , then there is a good chance that you have tried to make too many changes.
For one a vertice, once it has been moved, HAS to be close to it`s original position, as they are attached to the bones, which is used for animation, so you can`t for instance move a vertice from the top of a leg to the bottom and expect it to work without problems. as the game would still consider it attached to the top of the leg and move it as though it was.
Bishounen_Taurus
6th Feb 2005, 6:55 PM
Ok, i'm gonna try it in Milkshape...it's not SimPE, it's Rhino, for some reason when using point editing on it it instantly goes to 'showing all splits'.....it doesn't do that in milkshape so far, so fingers crossed...
NancyJames
6th Feb 2005, 7:02 PM
I meant vertices not faces.
Sorted it now, I model in maya, then export the obj, import to milkshape, reexport then do a little editing in notepad but all is working now and I have my busty dominatrix with sexy thigh boots :D
Bishounen_Taurus
6th Feb 2005, 7:47 PM
Ok, i edited in in Milkshape this time (from scratch), and there are no ugly straight edges! Also, the design is better now that i got to do it again....i guess milkshape will be staying on my computer after all! ^_^
Now, we just need a program which can take these final meshes, group them to parts of the sim 2 skeletons, allowing the use of more vertises (and maybe give the skeleton new bones like the hair, and allow an option to change animations for that cloth/hair)...any chance of that happening soon?
Saikatsu
6th Feb 2005, 8:18 PM
I told it not to import normals and it looks a bit better... the texture at least shows up. But it looks just like the screwy polygon explosion someone posted a screenshot for above.
Guess I'll try again and tell it not to import polygons either. If that still doesn't work, I'll try using only MilkShape, leaving 3DS out of it. Which is too bad... I hate MilkShape's interface and how to tools work >.<
EDIT: Still screwed over. *sigh* Guess I'll be trying without using 3DS...
EDIT 2: Yup... works just fine with MilkShape. I don't get how that works, since I can use 3DS for objects just fine :\
Brasstex
6th Feb 2005, 9:18 PM
Thanks for the tutorial WDS BriAnna! Your method works great, but I wonder if it will be possible in the future to make the mesh_ package part of the original file for distribution -- For that matter, I still wonder how telamon put together the minidress package. Oh well, great tutorial though.
Brasstex
Ps, here's some pictures of a very rudimentary wing skin I did.
Edit: BTW, I use max v.6 and it works fine for me. To convert files I use 3dWin5.
Bishounen_Taurus
6th Feb 2005, 9:24 PM
Success, my jumper based on Raine Loir from FF8 is complete! Check out Skinning forum for screenshot! ^_^ THANK YOU!
http://forums.modthesims2.com/showthread.php?t=43293
chriko
6th Feb 2005, 9:29 PM
Let me thank you, brianna, for this very good tutorial...
i've tested it out with my new charleston-skirt-mesh,
and it works fine...
it's a good method to put new meshes into the game...
telamon was going another way, i think... or not?
NancyJames
6th Feb 2005, 10:25 PM
This is my first new mesh
Miche
7th Feb 2005, 12:33 AM
Ok, i edited in in Milkshape this time (from scratch), and there are no ugly straight edges! Also, the design is better now that i got to do it again....i guess milkshape will be staying on my computer after all! ^_^
Now, we just need a program which can take these final meshes, group them to parts of the sim 2 skeletons, allowing the use of more vertises (and maybe give the skeleton new bones like the hair, and allow an option to change animations for that cloth/hair)...any chance of that happening soon?
I have a version which does that , but am still having problems with it , so I can`t say when it will be ready. Where the parts of the body mesh is deformed (like when a sim is pregnant or the fat and thin changes) causes a lot of problems.
poi_boi
7th Feb 2005, 11:02 AM
I got to step 20 and there was no package button. I have simpe v 0.15.1862.1623 and the obj extractor plugin listed in the tutoral.
Is there another plugin I could be missing?
(20. Go to the 3D ID Referencing File (3IDR). In the plugin view tab, you will see a button that says package. Click it. A window will pop up.)
Miche
7th Feb 2005, 11:42 AM
I got to step 20 and there was no package button. I have simpe v 0.15.1862.1623 and the obj extractor plugin listed in the tutoral.
Is there another plugin I could be missing?
(20. Go to the 3D ID Referencing File (3IDR). In the plugin view tab, you will see a button that says package. Click it. A window will pop up.)
no it shouldn`t require any new plug-in
here` a picture so you know where to look for it:
poi_boi
7th Feb 2005, 11:56 AM
I must have done something wrong with upgrading simpe as my pugin view looks quite different. I'll see if can figure out what I missed.
Edit - I tried extracting the rar again over the top of the old install and it changed nothing. Could it have something to do with the order of the plugins like the moving of the GMDC wrapper in the start of the tutorial?
Wheelchair Assassin
7th Feb 2005, 4:25 PM
Couple of questions: Firstly, can you use this to remove vertices? I'm guessing no, but could make things a little easier if I could.
Secondly, How close is close? Does it have to be, for example, on the same joint?
Vinther
7th Feb 2005, 4:33 PM
I've followed the tutorial, and everything seems to work except the model shows up in Body Shop like the infamous "exploding mesh". I'm attaching the original GMDC from the MESH package and the modified .OBJ here, so that you (Miche) can take a look and see what's wrong.
Thanks in advance
Vinther
faeriegurl
7th Feb 2005, 5:23 PM
Thanks for the tutorial... I followed it exactly - editing the same gown to try it out, and when I load up bodyshop to look at my mesh, it freezes up on me when I get to where it should be showing up. Do you know what might be causing this?
Weji
7th Feb 2005, 9:06 PM
Thanks so much, Brianna (and Miche)! Body mesh mods are what I've been looking forward to doing and I'm working through the tutorial right now.
I've hit a spot someone else mentioned and before I continue I thought I would point it out before I stumble on through the rest of the tut. That is,
"25. Delete the shape and resource node from the package."
It looks like we're being instructed to delete the node and shape added in "21." and moved in "23." I'll go ahead and do it but it doesn't make a lot of sense to me since there will no longer be any shape or node in the package once I've done "Step 25".
Since others are making headway and since I reckon I'm about to find out if this is, in fact, what I'm supposed to be doing anyway I guess I'm simply pointing out that a note of clarification might be in order for Step 25.
Again, thank you tons!
Weji
(old fan of WDS)
WDS BriAnna
7th Feb 2005, 10:00 PM
It's remove the ones from step 19 -- delete the ones from the packed files window. (They were added just so you could do 21). Adding them, pointing at them, and then removing them is just a way not to need to write them down from the MESH_ package and type them into the bodyshop package manually.
I'll edit and clarify. Thanks.
BriAnna
Weji
7th Feb 2005, 11:46 PM
I can't thank you enough. Much to my astonishment, it all worked on first run as advertised. You're simply the best! <hug>
faeriegurl
8th Feb 2005, 2:17 AM
Hi... I'm hoping someone here can help me out. I followed this tutorial exactly and both times I tried I ended up with an invisible body - it looks like a floating head. See my picture:
http://img.villagephotos.com/p/2005-2/946200/failedmesh.jpg
If someone can tell me what I'm doing wrong I would really appreciate it! It's getting very frustrating. :weep:
Thanks in advance...
WDS BriAnna
8th Feb 2005, 2:25 AM
Hi... I'm hoping someone here can help me out. I followed this tutorial exactly and both times I tried I ended up with an invisible body - it looks like a floating head. See my picture:
http://img.villagephotos.com/p/2005-2/946200/failedmesh.jpg
If someone can tell me what I'm doing wrong I would really appreciate it! It's getting very frustrating. :weep:
Thanks in advance...
Which 3D program are you using? If not Milkshape, I don't know. If it is Milkshape, I've had that happen when I add vertices. If you really need to add vertices, I would suggest learning to use Wes's new plugins in place of the mesh tool (instead of steps 27-38).
faeriegurl
8th Feb 2005, 5:42 AM
Which 3D program are you using? If not Milkshape, I don't know. If it is Milkshape, I've had that happen when I add vertices. If you really need to add vertices, I would suggest learning to use Wes's new plugins in place of the mesh tool (instead of steps 27-38).
I used Wingse3D to edit it. I didn't add any vertices. I also tried importing it into Milkshape after and then exporting it from there. I did try the plugins as well.
Well, I just did a shirt and now it isn't changing it in Body Shop - it just looks like the original one.
I'm attaching my .package files so maybe if you have a minute you can see if I messed up something. Sorry I'm such a pain... I guess I'm just slow. :confused:
Thanks so much.
BonesChapel
8th Feb 2005, 8:47 AM
Well, I've done a lot of toying around and I've made some headway. If I edit a mesh in milkshape *slams head on desk* It comes out fine. It took me a while to find a method to get an mesh modified in Lightwave to appear in the game. I had to import the object file with milkshape then immediately export it in milkshape. (don't ask me why lightwave likes one and not the other, should be a wavefront object either way) Modify my mesh then export to an object file. I then have to reimport into milkshape and then assign a new body material. Export again. Use the mesh tool and follow the remaining steps in the tutorial. Then I have to again extract the object file using simpe from the GMDC in the downloads folder. Load that file in milkshape re export in milkshape and the complete the tutorial again. This has been the only way I've got an edited mesh to show up in bodyshop from lightwave. If I don't do this step twice it only shows the original mesh. however the mesh is solid black. I thought that perhaps it was because the verticies were inverted. So I inverted them in lightwave and followed all the steps above. Now I have a black mesh that's inside out. If anyone has any clues on what I'm doing wrong or how I can simplify this method I'd truly appreciate it. (Aside from using milkshape, my trial period is about to end and I'm not going to stop it.)
saracentner
8th Feb 2005, 6:57 PM
yes yes...i keep getting the famous exploding mesh...i have tried changing the options in settings to every possible combination, i have read and re-read the tutorial...now i am at a loss...
i hardly moved the vertices around and yet i can not win
i am posting a zip for the experts to help me if they could
i honestly can not see where i am going wrong
oh, i use milkshape
edit: never mind...i figured it out
i was welding the meshes
Nemi
8th Feb 2005, 8:35 PM
Oi. First off, this tutorial is great! Huge thanks to you, Brianna. :)
My problem is with Milkshape though (I think). I unchecked the Auto Smooth as you said to avoid the funky lines but I still get them. :(
What can I do?
aardvarkams
8th Feb 2005, 9:44 PM
Huge thanx for the tutorial BriAnna - it works perfectly for me (although it has taken me about 10 hours due to my system set up for Japanese as well as english - btw Simpe doen't seem to like that?!!!)
Have altered a few meshes, but if I try to add any vertices to an existing mesh (I'm using Milkshape and divide edge for example), then I get the exploding mesh syndrome in Bodyshop! If I just move the vertices around a bit it works fine!
Has anyone had any success at adding vertices?
Has anyone tried chopping one mesh and joining it with another, as was done in ts1 - like adiing heeled shoes to the basic underwear body?
Many thanx again for the great tutorial, and the absolutely fab tools and mods MTS2, and it's very clever contributors keep coming up with!
chriko
8th Feb 2005, 9:49 PM
adding vertices doesn't work...
not with "snap together" and not with "weld together"...
always getting the exploring mesh...
i've moved all vertices new in all new meshes...
was so easy in sims1... but now it's a lot of work...
SkankBenSkank
8th Feb 2005, 10:50 PM
Can this be converted to deal with hair? I'd kill for a male ponytail mesh. I converted the fponytail to male, and the vertices are all crazy!
Pweeeeeez?
ParsimoniousKate
8th Feb 2005, 11:31 PM
Thanks to everyone involved. I'm not a fan of milkshape so I'm also keen to hear if anyone manages to crack being able to work with 3D Studio, however I did manage to make my first new mesh so I'm feeling pretty pleased with myself!
http://img.photobucket.com/albums/v281/utterlybutterly/longgothdress.jpg
Miche
9th Feb 2005, 12:06 AM
The last version of the mesh tool now being tested supports SDM files (half life models) , at the moment it is mainly being used to import NEW body meshes (this version of the mesh tool allows lots more changes to be made to body meshes).
So I would like people to tell me if their 3d program supports this format (I know milkshake and blender do, think 3ds max does, think gmax has a importer but not a exporter.) Also it would really help if people could post a example sdm file created by the 3d programs they are using (just check no one else has posted one from the same program before you post ) This will hopefully help avoid the current problem of some obj files from some programs working but not others.
Please post these in the main Mesh tool help and faq thread, not in this Tutorial thread.
poi_boi
9th Feb 2005, 2:15 AM
I got past step 20. There were out of date plugins in the plugin folder that must have been overwriting the new stuff in simpe 0.15. Once I cleared out the folder of all plugins except for the obj extractor it works fine.
Thanks for your help Miche.
saracentner
9th Feb 2005, 8:04 AM
adding vertices doesn't work...
not with "snap together" and not with "weld together"...
always getting the exploring mesh.....
oh my! i have been welding my meshes! i bet that is why it's exploding!
i am will try not welding them now
Vinther
9th Feb 2005, 8:31 AM
BonesChapel -
I really don't think the majority of the people in the community are professionals, with access to professional software. These programs are REALLY expensive, if you hadn't noticed, and by "gearing" the tool to work with these professional programs, a LOT of people would simply not be able start making any new objects for The Sims 2. That is, if they don't want to use cracked, illegal copies of the software, and... well, we don't want to go there.
This, to me, is all very clear, so I really don't understand what you're getting at here.
BonesChapel
9th Feb 2005, 9:26 AM
Lets not hi jack this thread anymore then Miche and I already have. Thanks BriAnna for a fabulous tut. it answered all my how to questions. My only problem lies in file conversions as I don't wish to use milkshape. My point was to use a file format like 3ds that's pretty consistant in it's behavior and one that milkshape will support. When you clean shelves you work from the top down. When you do it the other way around you have more shelves to clean.
BonesChapel
9th Feb 2005, 10:38 AM
For anyone using Cinema 4D, here's your fix. Go into your import preferences and make sure import normals is selected. I set the scaling to 10 so that the object isn't so small and hard to navigate around. To export properly you'll need the riptide plugin. This will allow you a vast number of options to export since cinema 4D has so little out of the box. You'll have to export through your plugins window, under riptide. When the setting window pops up set your scale to 10 this will downsize the object back to it's proper size. Check the following boxes. Under general settings check everything. Under face sorting check Cinema 4D, and under Group options, check mesh names, as groups, group tags, and preserve heirarchy. When you import the file with the Mesh tool make sure you only import the vertices under settings. Voila. As i find a work around with other programs I'll let you know. No more milkshape. *Doing the happy dance*
BonesChapel
9th Feb 2005, 10:44 AM
oh by the way, I used Cinema 4D release nine production bundle, the plugin is for 8.5 or higher I believe that the riptide plugin is also available for 7 but not possitive. I can't remember where I found it, but you should be able to google it.
Miche
9th Feb 2005, 11:32 AM
BonesChapel,
I don`t agree with you one bit, that the response that we give to people in these forums is that it works for us , so it`s your problem. I am not a 3d modeller so don`t know how every program works for each different thing, so can`t tell people how to do things on each program. The obj files not being read by some program , I know the reason on cinema 4d is normally that it doesn`t export normals and when it does it also inverse a lot of cordinates , for the mesh tool to be able to convert this back to how it needs it would need a complete rewrite of the obj reading code, and as we knew we would need to swap to a different format soon, I didn`t have the time, or think it was worth doing.
As for obj files 3ds creates, I don`t know why these don`t work, have looked a couple of times, but I haven`t had time to find the problem. Again as we were swapping to another format, it just wasn`t worth it.
Obj files created by maya do work , I`ve only seen one obj file created by that which didn`t.
As for trying to make the program only work for the lower end programs, this is not at all true. We have tried to make it work with as many as possible , however we only have limited time to work on it, (we do have to do our real jobs so we can eat etc, or should we start charging for the mesh tool?)
The way the program reads a obj file is based ont he documentation we could find on the OBJ format, it seems a lot of programs don`t stick to the format as wrote in these documents. We have tried to make what changes we can to support all the differences. (of course we know there are still some problems with some files.)
As for the exploding meshes, again we`ve tried to help, I`m not a modeller, but the most common reasons are: the person is either adding vertices; having the import polygons option checked; or trying to make to big a changes.
We don`t have time to look at every single file which people can`t get working , and correct it for them. We do try to offer as much help as we can though, to say that we just tell people it works for us and they have to find help else where is so untrue is makes me so angry.
And again the problem with the screen being black, we have told people a temporary solution , and it will be fixed in the next release.
The reason for the closed beta was to try to solve some of these problems before we did release it, could you imagine the posts what would be posted if we had of just released it without trying to solve problems first. It is a very common thing to have a select group of people testing programs before they are released. And we have a lot of talented people in the closed beta group, and most of them do use the more expensive programs.
As for the 3ds format, at this time support will not be added for this , I don`t like the internals of the format (it has been added and added to over the years and isn`t the easiest format to read) , with the limited time we have to work on the mesh tool, we don`t have time to add support now.I can`t even find any clear documentation on if 3ds files supports skeletons or how it is formated in the file. And again I wouldn`t be supprised if different programs created the 3ds files in slightly different ways.
And one final note sorry that it has been dissappointing for you to watch the problems people have had and the lack of help we give these people. But I wish people like yourself would realise that we are trying to help as much as we can, we can`t spend all our time giving help, we have jobs to do and we also want to make improvements to the program. We have been trying as much as we can to improve the progam and to give help to people using it.
Any program is going to have some problems when it is still in beta (or even once it is first released out of beta).
Delphy
9th Feb 2005, 11:44 AM
Let me just add that it's not our fault if the program you choose to use generates non-standard OBJ files. :) The OBJ importer in the Mesh Tool started off as a standard OBJ file loader, and then I found myself having to add exception after exception for all different kinds of 3d program. You can't catch them all.
OBJ is actually a very common format to use, it's text based and so is easy to generate and read. It's also something that is supported in both cheap and expensive programs, so was a natural choice. Just becuase you may have a preference for 3ds files doesn't mean it is the best possible format for the job.
As Miche said, we are both very busy and sometimes don't have time to answer every question - but the resources to fix the vast majority of problems are already located here on the boards.
Regards
Delphy
Nemi
9th Feb 2005, 11:44 AM
Oi. First off, this tutorial is great! Huge thanks to you, Brianna. :)
My problem is with Milkshape though (I think). I unchecked the Auto Smooth as you said to avoid the funky lines but I still get them. :(
What can I do?
Anyone?
Miche
9th Feb 2005, 11:51 AM
Anyone?
Sorry Nemi, this is another one of those problems I can`t help with , because I`m not a modeller so have no idea how to do what you are trying to do.
Sabrewolf_87
9th Feb 2005, 11:54 AM
damn this is cool everyone! keep it up!
BonesChapel
9th Feb 2005, 11:59 AM
Thanks that too was helpful
pegy
9th Feb 2005, 1:08 PM
HI WDS BriAnna
you're great~!thank for your tut~!i following it and want to make my own mesh :bump: :bump:
But when I go on to the step 35.i can't Continue......it's the picture when i Click "load sims 2 mesh" and choose the gmdc from step 32 (originalgmdc.5gd)
http://photoimg1.qq.com/cgi-bin/load_pic?verify=ZC%2B12vDdLMxh2%2FE5e%2Bmpig%3D%3D
can anybody help me to Continue...?thanks all ~~~~ :weep: :weep:
Miche
9th Feb 2005, 1:41 PM
post the gmdc file and the obj file you are using, and I`ll have a look at them.
pegy
9th Feb 2005, 2:56 PM
post the gmdc file and the obj file you are using, and I`ll have a look at them.
OK,thanks you so much :bump:
there's the file of my obj,mesh,and gmdc......
Saikatsu
9th Feb 2005, 6:20 PM
Mwar, here's a question.
Do we have a way to edit glasses meshes yet? I tried the same method as clothing but the area of the package where the mesh name should be seems to not be there. o_o
faeriegurl
9th Feb 2005, 9:29 PM
I've been having no luck with my meshes... Most of the time they still look like the original item or the body completely disappears. Is there some sort of compatibility issue with .obj files exported from Wings3D? If that is not it, I just have no idea what I'm doing wrong. Thanks... :(
petallotus
10th Feb 2005, 12:28 AM
I'm having a problem with step 20. I click on 3IDR in filetypes then I click 3IDR in the packed files list. But I do not get the option for package in the plugin view.
Thanks everyone, I fixed my problem.
Lareej
10th Feb 2005, 1:34 AM
Thanks Briana the tut worked great and now my medieval sims can actually have that puffy skirt look and feel :yippee:
Brasstex
10th Feb 2005, 1:43 AM
Mwar, here's a question.
Do we have a way to edit glasses meshes yet? I tried the same method as clothing but the area of the package where the mesh name should be seems to not be there. o_o
You can do glasses meshes. I've had a hit'and miss success rate with them though. Some look fine, but because of the way they deform with the face in body shop or CAS, there are some weird variables. You can do it though, it's a pain in the ass at this point I think.
Saikatsu
10th Feb 2005, 3:12 AM
You can do glasses meshes. I've had a hit'and miss success rate with them though. Some look fine, but because of the way they deform with the face in body shop or CAS, there are some weird variables. You can do it though, it's a pain in the ass at this point I think.
May I ask how you did it? I couldn't find any Property Set in the BodyShop file to get the name from.
Brasstex
10th Feb 2005, 4:26 AM
May I ask how you did it? I couldn't find any Property Set in the BodyShop file to get the name from.
Well, that's the thing, you don't need one. She just referenced the property set because it was an easy and efficient way of illustrating her point. The information you need, really just the name of the glasses, can be found in the texture sets, and if that's not right, look around. Remember, the step you feel that you're missing isn't even very important other than you need that name, which you can literally find in dozens of places. If you go into your game, enter the CreateAfamilly mode and if you have entered the boolprop cheat in the neighborhood, you could push shift/n in create a family and then your pointer will display the name of all clothing, glasses, etc, in the catalogue. Some one correct me if I'm wrong on that, but I think I did it myself a couple of times.
Brasstex
Saikatsu
10th Feb 2005, 5:05 AM
Well, that's the thing, you don't need one. She just referenced the property set because it was an easy and efficient way of illustrating her point. The information you need, really just the name of the glasses, can be found in the texture sets, and if that's not right, look around. Remember, the step you feel that you're missing isn't even very important other than you need that name, which you can literally find in dozens of places. If you go into your game, enter the CreateAfamilly mode and if you have entered the boolprop cheat in the neighborhood, you could push shift/n in create a family and then your pointer will display the name of all clothing, glasses, etc, in the catalogue. Some one correct me if I'm wrong on that, but I think I did it myself a couple of times.
Brasstex
Ahh, okay.
I'm still learning when it comes to this stuff. X3
Thank you!
EDIT: ... now I just... have to figure out which 3D ID Referencing File to change.
EDIT 2: Yeah, I totally have NO IDEA what to do here. There's a ton of 3D ID References, and all of the ones with a Resource Node and Shape reference in them have TWO of each. The ones I changed had absolutely no effect and didn't show any difference. :\
Mabelline
10th Feb 2005, 11:57 AM
Thank you so much!
A question, can we make hair meshes following this tutorial?
natrobo
10th Feb 2005, 5:07 PM
Hi thanks for your tutorial.
I' ve made a new mesh, and it works fine in the game, but the new mesh doesn't show up in bodyshop. It's frustrating because I can' recolor it...
Any idea Why?
Thanks again
Nat
lomelindi
10th Feb 2005, 10:58 PM
I am having a problem right at the start. I can't find the GMDC wrapper! What am I doing wrong? Am I just blind? Am I missing something?
iamcoming
11th Feb 2005, 5:14 AM
It's a great tutorial. I followed every step and everything seemed good until got to the step39(replace the gmdc). an error box popped up. when i clicked it, another error box popped up. I checked every steps and tried many times, same errors. my gown-mesh editing seemed hopeless.
I attached the two error messages. hope someone will help me, please.
i used maya edited the mesh(very small changes).
fleabay
11th Feb 2005, 5:39 AM
I attached the two error messages. hope someone will help me, please.
i used maya edited the mesh(very small changes).
It does not matter how small the changes you make in Maya. If you edit an OBJ in Maya, most of the time you need to import and export through Milkshape to get it to work right.
I have Maya 6 and none of my tests with OBJ's saved from it work right. I always have to 'Milk It' as I kindly refer to the process now. I have even had a couple of Meshes that Milkshape doesn't fix.
I have not tried the trick of *not* importing faces into the mesh tool yet. That might work.
simsuncensored
11th Feb 2005, 12:00 PM
[C:\documents and settings\yournamehere directory (if you opened it with recent files). [If it isn't in either of those places, check your saved sims and project directories, this thing is a little random. It mostly puts it in the last directory you navigated to, but sometimes the my documents parent folder mentioned.]
Mine is always where I last saved my package.
Stephanie
11th Feb 2005, 12:06 PM
Thanks for your tutorial :D I like it :rofl:
but when I click the Export to OBJ, I got this error message :banghead:
http://forums.modthesims2.com/attachment.php?attachmentid=30016&stc=1
hope someone will help me :cry:
Xenos
11th Feb 2005, 1:08 PM
Stephanie - Looks to me like you got the new version of SimPE, but you didn't delete the GDMC plugin in your plugins folder (the new version has this built in, so you need to delete that). If you got a new version of SimPE within the last 24 hours or so, delete the file from yoru plugin folder - instructions are at the SimPE site (cuz I forget the exact filename to delete - starts with "cc" I believe...) Give that a try and see if it helps.
X.
P.S. Now I just have to figure out what my own problems are. Definitely in the naming "fix integrity" dealio, but I'm going bald... :)
iamcoming
11th Feb 2005, 2:53 PM
It does not matter how small the changes you make in Maya. If you edit an OBJ in Maya, most of the time you need to import and export through Milkshape to get it to work right.
I have Maya 6 and none of my tests with OBJ's saved from it work right. I always have to 'Milk It' as I kindly refer to the process now. I have even had a couple of Meshes that Milkshape doesn't fix.
I have not tried the trick of *not* importing faces into the mesh tool yet. That might work.
Thank you fleabay. I tried to use milkshape, but got the same errors. Could someone have a look of my files? i attached the mesh file saved in downloads, the modified obj files(one from maya, one from milkshape) and the original gmdc.
iamcoming
11th Feb 2005, 2:58 PM
It does not matter how small the changes you make in Maya. If you edit an OBJ in Maya, most of the time you need to import and export through Milkshape to get it to work right.
I have Maya 6 and none of my tests with OBJ's saved from it work right. I always have to 'Milk It' as I kindly refer to the process now. I have even had a couple of Meshes that Milkshape doesn't fix.
I have not tried the trick of *not* importing faces into the mesh tool yet. That might work.
Thank you fleabay. I tried milkshape but got the same errors. Could someone help me to look at my files. (one MESH package, modified obj and original gmdc)
Stephanie
11th Feb 2005, 4:47 PM
Stephanie - Looks to me like you got the new version of SimPE, but you didn't delete the GDMC plugin in your plugins folder (the new version has this built in, so you need to delete that). If you got a new version of SimPE within the last 24 hours or so, delete the file from yoru plugin folder - instructions are at the SimPE site (cuz I forget the exact filename to delete - starts with "cc" I believe...) Give that a try and see if it helps.
X.
P.S. Now I just have to figure out what my own problems are. Definitely in the naming "fix integrity" dealio, but I'm going bald... :)
Thanks :anime:
Now I aready delete that GDMC plugin in my plugins folder
I can continue to edit my new mesh :D
Thank you very much :bump:
Xenos
11th Feb 2005, 4:57 PM
Glad it helped.
X.
Nubiandoll
11th Feb 2005, 7:25 PM
BriAnna,
I understand you also did a hair tutorial? Where can I find it? I am trying to do a new style and I can not manipulate the files like I want in bodyshop.
Nubiandoll
11th Feb 2005, 7:27 PM
One more thing, how can I make them transparent too. Is there a tut for that? I have been trying and slip on making one item, but don't know how I did it, hehe
WDS BriAnna
11th Feb 2005, 11:24 PM
I don't have a tutorial for hair, but will make one soon. This tool can't handle hair right now, but Wes's can, and the next version of this one should, too.
As for transparency, that's mostly just a matter of editing the alpha that bodyshop kicks out. Mess around with levels of gray, you'll see what I mean.
Nubiandoll
11th Feb 2005, 11:41 PM
ok, that is probably how I got it transparent before because I was messing around with greying. Wes" ok, I know this a person, does he has a tool? Or does he take request, lol I just want to remove some hair or thin it out some. Can that be done. BTW Thank you for your response. :)
WDS BriAnna
11th Feb 2005, 11:44 PM
Yeah, it's in the "milkshape plugins" thread in this section.
Big Bad Shar
12th Feb 2005, 5:32 AM
Hi BriAnna,
First, I want to thank you so much for providing this tutorial. Your directions were so clear, they were very easy to follow and I was sucessful importing meshing the first try. Wonderful pics too, Windkeeper!
Although, I have tried to edit the mesh for the slip found in PJs. It's the one that has the extra alpha and texture files. When I edit the mesh, everything looks about the same except there is a region of black on the lower portion of the skirt. I ignored it and edited anyway. Nothing big just made it a bit longer...no vertices clashed. Then when I imported it , it caused body shop to crash and dump three files (dump_object_1; dump_object_2.....) So, I was wondering if there are extra steps to edit this sort of mesh whether it would be in sims PE or milkshape. I tried to edit the slip twice and followed your directions perfectly and got the same crash.
Any suggestions?
Thanks again for providing a great tutorial!
chriko
12th Feb 2005, 1:27 PM
:howdy: ... it works with hairstyles, too... i'm very happy...
thanks again...
http://www.2-f0r-u.de/thumbnails/ponytailAF400.jpg (http://www.2-f0r-u.de/thumbnails/ponytailAF.jpg)
Xenos
12th Feb 2005, 1:27 PM
Ugh - after two days of tinkering, three times of deleting everything and going back to step 1 to make sure I didn't miss anything, I finally managed to figure out where my problem is. (Thanks to the new preview feature in SimPE!! Nice work! Thanks, Thanks, Thanks!).
My problem appears to be in the Mesh Tool? Or maybe not.
Here's what I've got...
I get all the way up to step 33 (Open the mesh tool).
I load my edited OBJ file. Works fine. When I click "File->3D View" my modified mesh appears.
I load my "orgiginalGMDC.5gd". This file is the one I just extracted from my MESH_MyName.package in my downloads folder. Things say that they are fine and I save the file as "myNewGMDC.simpe".
Now, back in SimPE, I "replace" the GMDC file with "myNewGMDC", commit, and save - but when I preview it in SimPE - I see the old mesh and not the new one.
So, my error seems to be in how I'm working with the MeshTool.
Summary:
Modified Object is loaded (and appears properly in the 3D View from mesh tool).
Original GMDC is loaded in mesh tool and saved as a new GMDC.
Load that new GMDC in SimPE and it's still the old mesh showing.
For the life of me, I can't figure out how this is even possible....
Any help at all would be greatly appreciated.
X.
Stephanie
12th Feb 2005, 2:57 PM
Finally, I made my first Sims2 Mesh ,yeah~:bump:
A silver ballgown:lol:
http://tinypic.com/1pjln8
In Sims2 effect:
http://tinypic.com/1pjlol :D
faeriegurl
12th Feb 2005, 6:10 PM
Ugh - after two days of tinkering, three times of deleting everything and going back to step 1 to make sure I didn't miss anything, I finally managed to figure out where my problem is. (Thanks to the new preview feature in SimPE!! Nice work! Thanks, Thanks, Thanks!).
My problem appears to be in the Mesh Tool? Or maybe not.
Here's what I've got...
I get all the way up to step 33 (Open the mesh tool).
I load my edited OBJ file. Works fine. When I click "File->3D View" my modified mesh appears.
I load my "orgiginalGMDC.5gd". This file is the one I just extracted from my MESH_MyName.package in my downloads folder. Things say that they are fine and I save the file as "myNewGMDC.simpe".
Now, back in SimPE, I "replace" the GMDC file with "myNewGMDC", commit, and save - but when I preview it in SimPE - I see the old mesh and not the new one.
So, my error seems to be in how I'm working with the MeshTool.
Summary:
Modified Object is loaded (and appears properly in the 3D View from mesh tool).
Original GMDC is loaded in mesh tool and saved as a new GMDC.
Load that new GMDC in SimPE and it's still the old mesh showing.
For the life of me, I can't figure out how this is even possible....
Any help at all would be greatly appreciated.
X.
This is the exact same problem I'm having. It loads fine in the mesh tool in the 3d view but I still get the old mesh when I test it. Please someone tell me where we are going wrong... I've been trying for days over and over and I am going crazy!
pegy
12th Feb 2005, 6:14 PM
hi
I have the new problem ..:banghead:
when i replace the new .simpe (editedgown.simpe),and save my mesh file.Everything seems ok.. :anime:
but...when i open my bodyshop,and the new mesh is empty!!!OMG...why....please help~!:banghead::banghead:
http://photoimg9.qq.com/cgi-bin/load_pic?verify=Q4QpzxscLmvrLLj%2FGxN0GA%3D%3D
Xenos
12th Feb 2005, 6:48 PM
Pegy - I'm not 100% sure, but that is what will usually happen if you don't do the "Fix Integrity" thing and then embed the updated files in your package file in the SavedSims folder. Bascially, the hash numbers aren't matching up with the hash numbers in your mesh. (I learned this as I was trying to solve my problem above and have a really good handle on this aspect of it).
To solve it, do the "Make A New Mesh" steps, followed by the "Pointing the temp skin at the new mesh package" steps followed by the "Putting the new mesh into your mesh package file." steps.
Doing these (as if you were doing them from scratch) should maybe fix it. :)
X.
Hermonine
12th Feb 2005, 10:19 PM
When I was doing one of the steps where we click Export to....whatever...I get an error. I got a similar error before when we had to click Export to...and you said a pop-up would come up and to click ok so I thought you meant to click Continue so I continued on and I got the error again when I had to do this similar thing again so I clicked Continue but I cannot continue onto the next step in my MilkShape 3d thing. I try to search for the .obj file by going to import - Wavefront obj... but I cannot find the file anywhere you mentioned so I thought that this error is not right. What do I do? The error that says:
An unhandled exception has occurred in your application. If you click Continue, the application will ignore this error and attempt to continue. If you click Quit, the application will be shut down immediately.
Method not found: Byte[] SimPe.Plugin.GeometryDataContainerItem1.get_Data[].
Nubiandoll
13th Feb 2005, 8:29 AM
Chriko,
Can you give some of us a little knowledge since it appears you have found a way to successful manipulate and change the styles.
I have been working for weeks and just came up with one style. I have many in mind.
ParsimoniousKate
13th Feb 2005, 8:33 AM
Love that hairstyle Chriko, I haven't gotten up the courage to try doing hair yet!
kellyw54
13th Feb 2005, 4:24 PM
I can not find GMDC Wrapper anywhere in my list of installed plugins, I downloaded the latest version of Simpe and everything someone want to help me out please?? Thanks
kellyw54
13th Feb 2005, 4:26 PM
please disregard my post I read the thread about the obj extracter wrong >.<
kellyw54
13th Feb 2005, 4:49 PM
ok I lied I have looked over the installed plugins list so many times it's not even funny I can not find anything that says GMDC I installed the files in the plugins folder and still nothing could someone help me out thanks
Bubbleberri
14th Feb 2005, 1:15 AM
Thanks for the tutorial, I tried 4 times to get long straight hair but I stink at this. :dunce: Still came up with the old original skin. Maybe hair needs to be done differently. Thanks for the tutorial on clothes though. I might give that a go and see what I come up with. ;)
Xenos
14th Feb 2005, 12:29 PM
Okay - I FINALLY figured out what's up - well, sort of, anyway. In the way I was doing my model, it was taking the OBJ mesh, and then I was applying deformers to it. It looked fine when I loaded it in MeshTool's 3D View (so in that section of the program it does read the deformations from the OBJ file). But, upon converting it for the Sims, it seems to only look at absolute positions of each vertice and ignores the deformer information.
So far, I haven't found a good way to remedy this, but am still working on it. For those who are having similar problems (i.e. It looks like the old model is being shown no matter what you do) be patient and I'll hopefully have something for us in a few hours.
X.
Miche
14th Feb 2005, 12:51 PM
Okay - I FINALLY figured out what's up - well, sort of, anyway. In the way I was doing my model, it was taking the OBJ mesh, and then I was applying deformers to it. It looked fine when I loaded it in MeshTool's 3D View (so in that section of the program it does read the deformations from the OBJ file). But, upon converting it for the Sims, it seems to only look at absolute positions of each vertice and ignores the deformer information.
So far, I haven't found a good way to remedy this, but am still working on it. For those who are having similar problems (i.e. It looks like the old model is being shown no matter what you do) be patient and I'll hopefully have something for us in a few hours.
X.
What do you mean by deformers ? the 3d view uses exactly the same information as what is put into the gmdc file. (it only uses vertice positions.)
can you post the obj file and gmdc file you are having the problems with.
Xenos
14th Feb 2005, 1:38 PM
Hi Miche. Am attaching them to this post. I've had a bit further success and am coming to realize that this is a problem with MeshTool more than it is a problem with me (though I suppose that I am making things difficult cuz I'm good like that).
:howdy:
Basically, we're looking at Steps 33-39 in the tutorial. I've attached my files, as follows:
7f56acd9_AnotherTest.package <- The package from the SavedSims folder.
MESH_XenosHoodedHeroineKnee.package <- The mesh from the downloads folder.
HoodedMesh.obj <- My edited OBJ file
Mesh_XenosHoodedHeroineKnee__afbodydressabovekneehooded_tslocator_gmdc.obj <- Original Mesh extracted using SimPE (For reference, really)
originalgmdc*.* <- the 5gd files used to load in MeshTool.
I think these are all you need (and more) to give this a lookthrough. I included a few extras. I'm also not sure which GDMC file is in the currently saved mesh - it's safe to assume that it isn't working, though.
And, before I leave you, let me elaborate on my findings that I just made...
I used the "Create a New Mesh" wizard in MeshTool just to see what was up. I used my "hoodedMesh.obj" This went through its steps and created a new SimPE file. I replaced the GMDC file with this file and WHAM - my modified mesh appeared in the preview. It also appeared in Bodyshop and the game! Of course, there was no animation/joint data, so the neck didn't line up with the head and the sim just had a floating head and a non moving body with in the create-a-sim room in the game.
So, my only conclusion can be that something in the MeshTool is overriding things and not taking my deformers (though every 3D program seems to display them - even the viewer in MeshTool). I've tried various combinations of the checkboxes in MeshTools settings too (though I'm not 100% certain that I've tried every combination, yet).
Anyway, thanks for offering to have a look at this - I really really appreciate the offer.
X.
P.S. Pay no attention to how ugly the mesh is - I hyper exaggerated things so it would be easier to spot whether it was taking the new mesh or not. :)
Miche
14th Feb 2005, 3:16 PM
Xenos,
The problem is one what a number of other people have and I`ve repeatedly pointed out.
There is no name for the mesh/group in your edited obj file.
When a object is being treated as a modified mesh, the name of the object(s) in the obj file must match those in the gmdc file, this is the only way the mesh tool can match up the parts , so it knows what belongs to what.
So for a body mesh the name in the obj file must be "body" so it matches the name in the gmdc file.
The format in a obj file for giving a name to a mesh/group is : g [somename]
So this for a body mesh should be : g body
Your obj file has no name at all , just blank g lines (your file also has two g lines, where only one really is needed, but this shouldn`t of been a problem if it at least had the name "body")
The reason your object is displayed in the 3d view and works when you use the wizard feature is because they don`t take notice of the name, as they aren`t trying to match things up with existing objects.
So to solve your problem you need to name your mesh to "body". either in the 3d program you are using, or you could open up your obj file in notepad and search for lines starting with "g" (you should in your file find two next to each other, delete one of them and add "body" to the other).
Kittenx_o12
14th Feb 2005, 3:19 PM
The before and After pictures look the same to me
Xenos
14th Feb 2005, 3:34 PM
Gotcha Miche - thanks!
After checking, it seems that Poser (which is what i was using because of the MAGNET Presets) doesn't export the names the way I'd expected it to.
Good to know that this is the problem and I'm sorry for the headache it presented you to look at this and give me an answer that had already been given - I though I had checked that, but deeper looking just now showed that I did check - just not properly! Sorry.
X.
Miche
14th Feb 2005, 4:00 PM
Gotcha Miche - thanks!
After checking, it seems that Poser (which is what i was using because of the MAGNET Presets) doesn't export the names the way I'd expected it to.
Good to know that this is the problem and I'm sorry for the headache it presented you to look at this and give me an answer that had already been given - I though I had checked that, but deeper looking just now showed that I did check - just not properly! Sorry.
X.
No problem.
So if poser won`t export a name, then I would suggest opening the file in note pad and changing the g lines in there.
faeriegurl
14th Feb 2005, 4:17 PM
Xenos,
The problem is one what a number of other people have and I`ve repeatedly pointed out.
There is no name for the mesh/group in your edited obj file.
When a object is being treated as a modified mesh, the name of the object(s) in the obj file must match those in the gmdc file, this is the only way the mesh tool can match up the parts , so it knows what belongs to what.
So for a body mesh the name in the obj file must be "body" so it matches the name in the gmdc file.
The format in a obj file for giving a name to a mesh/group is : g [somename]
So this for a body mesh should be : g body
Your obj file has no name at all , just blank g lines (your file also has two g lines, where only one really is needed, but this shouldn`t of been a problem if it at least had the name "body")
The reason your object is displayed in the 3d view and works when you use the wizard feature is because they don`t take notice of the name, as they aren`t trying to match things up with existing objects.
So to solve your problem you need to name your mesh to "body". either in the 3d program you are using, or you could open up your obj file in notepad and search for lines starting with "g" (you should in your file find two next to each other, delete one of them and add "body" to the other).
Thank you so much! I was having the same problem... my 3d program named the mesh to g bottom_default... so I had to go into notepad and change it. But it is working now and I am so happy! Thanks for all of your help!! :bump:
landoman
14th Feb 2005, 4:18 PM
Bri this is just a thank you for the Tutorial I've made two completely new bodies for the sims 2. I haven't tried multi obj imports --yet LOL.
faeriegurl
14th Feb 2005, 4:54 PM
Any ideas on why this is happening? :confused:
http://img.villagephotos.com/p/2005-2/946200/miniproblem.jpg
I have tried checking and unchecking all of the boxes in the mesh tool and this is the best I end up with... I attached my all my files also. Thanks so much for all of your help so far!
Xenos
14th Feb 2005, 5:55 PM
Thanks to everyone (especially Miche who got me headed in the right direction)! Everything works now! WOOT!
Fariegurl - are you using Poser too? Or something else? I had the same problem. I found that when I imported the model that if I checked "Weld Identical Vertices" and "Make Normals Consistent" (but unchecked everything else) that it got rid of the problem. Everything worked perfectly. And, if you're not using Poser, then see if your program has one or both of those options and give that a try. (I noticed that you could also see that line on the shadowy side of the figure in the SimPE 3D preview, so you don't need to load up body shop each and every time to see if it's fixed - you can pretty easily tell directly in SimPE).
And now, I'm off to post a little tutorial on using Poser and DAZ Studio to edit meshes since I heard other people talking about it quite a bit before all these great tools were released.
Thanks again, all!
X.
faeriegurl
15th Feb 2005, 5:25 PM
X - Thanks for trying to help, but Wings3D doesn't bring up an options box when importing or exporting and I don't think I have those options.
I posted this somewhere else too, but I haven't gotten a lot of responses to my questions (I know everyone here is very busy working for us - thank you :D ), so I am posting it here too, so maybe I can get an answer from this thread.:
Hi. I hope someone here can help me... I have been having so much trouble making new meshes. :weep:
I am using Wings3D to edit my meshes because it is free and it is the only one that is easy enough for me to use since I am new to the 3D modelling thing. I also downloaded Milkshape and have been trying to use it for exporting with Wes's plugins but I can't use it for the editing because it is too hard for me to use.
Anyway... my problem is that when I make a mesh and test it in Bodyshop, I come up with something like this:
http://img.villagephotos.com/p/2005-2/946200/shirtproblem.jpg
I have tried deselecting everything in the mesh tool except for import vertices but it looks even worse when I try that.
This is what my mesh looks like in Wings3D:
http://img.villagephotos.com/p/2005-2/946200/shirtmesh.jpg
When I preview it in SimPE, it looks fine, see?
http://img.villagephotos.com/p/2005-2/946200/shirtsimpe.jpg
Anyway, this is just driving me slowly into insanity and I would SO appreciate it, if someone of you brilliant people here can take a look at my zip file I am posting and just give me some insight on what is wrong with my files. I REALLY REALLY need some help! I saw something about welding vertices causing this problem, but I didn't choose any options for that, and I don't know how to do a lot since I am so new to this.
I should probably just give up, but I have so many ideas for meshes and I want to make them so badly that I can't bring myself to give up yet.
I'm begging... PLEASE HELP ME!!! :bangs head:
saracentner
15th Feb 2005, 6:15 PM
faerirgirl- i am not a genious you seek but i have had similar problems...
i was welding the mesh
you can't do that apparently
not smoothing either...nothing
just try moving the vetices around and don't do anyting fancy to see if this is your problem
and if you're not doing what i mention then i don't know
Mabelline
16th Feb 2005, 12:16 PM
I followed every steps of this tutorial. I didn't add or delete any vertices. I just edited the mesh with Blender and then save the texture map and mesh with UV Mapper Classic before importing the mesh to the mesh file.
The picture shows the result in bodyshop.
What 's the matter?
Xenos
16th Feb 2005, 12:22 PM
Mabelline - I haven't used blender, but with a few other programs, this has been the problem. Try this:
When you export your OBJ from SimPE, don't give it the default name, but name it "body.obj". Import that into Blender. If at any point during the import and export from blender it asks you to use "names", make sure that "yes" is checked off.
X.
Mabelline
16th Feb 2005, 1:46 PM
Mabelline - I haven't used blender, but with a few other programs, this has been the problem. Try this:
When you export your OBJ from SimPE, don't give it the default name, but name it "body.obj". Import that into Blender. If at any point during the import and export from blender it asks you to use "names", make sure that "yes" is checked off.
X.
Yes
I tried this but it doesn't help.:(
When I clicked 'preview',it said 'could not initialize Direct 3D'.
What does that mean?
Xenos
16th Feb 2005, 1:49 PM
Go to the SIMPe site and in one of the three "bugfixes" announcements, it talks about the direct3D error. Download the new version and when you do it the next time, rather than giving you that error, it'll automatically patch itself so it works. Pretty cool, actually.
Basicially, you've got an old version of SimPE that had some bugs in it.
X.
Mabelline
16th Feb 2005, 2:43 PM
Yeah!The preview is fixed.My mesh looks fine in the preview but it is still transparent in Bodyshop and the game. Should I try Milkshape?
faeriegurl
16th Feb 2005, 3:17 PM
Yeah!The preview is fixed.My mesh looks fine in the preview but it is still transparent in Bodyshop and the game. Should I try Milkshape?
This is probably what is causing it -
Before you export your mesh with the mesh tool, open up your .obj file in notepad and scroll down to the line that starts with g. This line needs to say something like g body, g bottom, g top depending on what you are making. Whatever it says there change it to g body for a whole outfit, g bottom for a bottom, g top for a top, etc.
The name on this line of your obj file has to be the same as the original sims 2 mesh file in order for the game to find the new mesh and display it.
Hopefully that will help. If that is not the problem then I'm not sure.
Mabelline
16th Feb 2005, 6:29 PM
I changed it to g body too but Bodyshop and the game have to stop running immediately after I choose the dress with my mesh.
Also, I tried to use Blender, Milkshape and Maya(free version) to generate wavefront OBJ files for import to the mesh file. The results are the same.
I spent about 2 hours to learn the basics of Blender and 1 hour to edit the mesh (not to mention the hours I spent for searching tutorials and threads that are useful)but I still cannot bear fruit. How disappointing it is! :(
simsuncensored
16th Feb 2005, 7:39 PM
Mesh Tool version 0.9.44
This is a new version of the MTS2 Mesh Tool.
better working animation, look for it here in tools.
simsuncensored
16th Feb 2005, 7:47 PM
I changed it to g body too but Bodyshop and the game have to stop running immediately after I choose the dress with my mesh.
Also, I tried to use Blender, Milkshape and Maya(free version) to generate wavefront OBJ files for import to the mesh file. The results are the same.
I spent about 2 hours to learn the basics of Blender and 1 hour to edit the mesh (not to mention the hours I spent for searching tutorials and threads that are useful)but I still cannot bear fruit. How disappointing it is! :(
sorry to here this, and afraid I can't help you much ither.
I spend most of my time on objects, and havn't really played with body's much. the new version of mesh tool is now available and may help you, look for it here in tools, for download and read more info about it.
one thing everyone needs to learn more about what they are doing before jumping into trying body meshes, just my opinoin.
kats29
16th Feb 2005, 8:38 PM
Does anyone have mesh and clothing tutorials in a zip file thanks
mbunnell
17th Feb 2005, 12:15 AM
I can't find the GMDC plugin....
simsuncensored
17th Feb 2005, 6:51 AM
I can't find the GMDC plugin....
this is included already in the new version of simpe.
no need to add.
BitzyBus
17th Feb 2005, 10:00 AM
This looks like a great tutorial! Wonderful job!
However I have the same problem as roxxy... SimPE freezes at step 22... I have tried to shut down all other running programs but no succes... Any ideas why this is happening, I would really like to give this a try...
Xenos
17th Feb 2005, 2:38 PM
1) BriAnna's tutorial says leave everything BUT overwrite names checked off - you have it exactly the opposite of that in your example.
When you export your Original OBJ file in SimPE, name it "body.obj". I had this problem too - basically it comes down to "names" and "internal names" in object files - they are different. I won't go into the long and confusing explanation, but... simply...
Export your object from SimPE with the name "body.obj". Repeat the editing process in blender and export it as you did. Run it through mesh tool but fix the checkboxes. (By default, they should be right, actually).
This should fix it.
X.
Miche
17th Feb 2005, 3:31 PM
I have had enough with it! :fight:
I spent my holidays to try to fix my problem but it still doesn't work.
Here is what I did to my files after I exported the obj file:
import the obj file to Blender
>edit
>export it with Blender
>import it to milkshape(installed the latest plugins)
>export it in milkshape
>open it with notepad
>add 'g body' in the line just above the line start with 'v' (see attachment)
>save in notepad & close it
>extract .5gd with gmdc
>import the obj with the latest version of the mesh tool
>just tick 'overwrite names' and leave others blank in the settings of the mesh tool(exactly the same as Brianna's tutorial)(see attachment)
>save the file as .simpe with mesh tool
>replace the gmdc of the mesh package file with the .simpe file
>press 'commit'
>save in SimPE
Result: When the dress I edited is chosen, a warning message shows up and says that the program must stop running immediately.
I tried my very best to make myself clear. Here are my files in the attachment. Hope someone can take a look at it and help me locate the problem.
Ps: thank you to everyone who replied to my threads:)
As Xenos said you should have the other options checked (or sometimes leave import polygons unchecked depending on what works for you)
Currently overwrite names is unused and doesn`t do anything, also your obj file (well the one in the rar file) already has the required "g body" line lower down in the file, so the one you added isn`t needed and while it shouldn`t stop the mesh tool from working, it is possible that having two g lines the same, could confuse it . So I suggest removing the top one.
MimeWhite
17th Feb 2005, 5:08 PM
I have had enough with it! :fight:
I spent my holidays to try to fix my problem but it still doesn't work.
hey Mabelline since I am the one that told you to have a look tutorial in this
forum, so I will be look at this file here the result, (see the pix)
I assume your nameing and so on are ok, but' the mesh that you export from your 3D programe doesn't work, I guess I couldn't help with that cuz I'm also having this problem when I tried to export it from Maya
*so here my suggest if you do this I am quite confident that your mesh will work
- edit/export/import your mesh in Milkshape ( no I'm not a milkshape fan, I am also "have" to learn to use it, now I'm about 2 weeks old milkshape user, tell you what ..I been swearing a lot while using that programe :D )
-leave the name as it's, for example if the original name is "body" then don't change it
Mabelline
17th Feb 2005, 6:55 PM
Guys,thank you.
I have taken all of yours advice.
The result is the same. :(
faeriegurl
17th Feb 2005, 10:48 PM
Guys,thank you.
I have taken all of yours advice.
The result is the same. :(
Hi. I am so sorry you are having so much trouble.... I was having the same problems... I was going absolutely crazy trying to get my meshes to work. I had the floating head meshes like you have, I had the old mesh show up, and I had exploding meshes - everything went wrong.
Well, I finally gave in and redid my mesh with Milkshape and used the new mesh tool with .smd files. Guess what? It works fine - first try. I am so excited - but Milkshape is much harder to control than the other program I was using.. oh well, at least I can start making more meshes now!
My suggestion to you is to give up on Blender and just redo your mesh with Milkshape - I know it sucks, Milkshape you have to pay for after 30 days and it may be harder for you to work with. But I bet that using that and using the new mesh tool with .smd files will work for you as well. I'm sorry no one here could be of more help to you. Good luck! :howdy:
Miche
17th Feb 2005, 10:58 PM
Hi. I am so sorry you are having so much trouble.... I was having the same problems... I was going absolutely crazy trying to get my meshes to work. I had the floating head meshes like you have, I had the old mesh show up, and I had exploding meshes - everything went wrong.
Well, I finally gave in and redid my mesh with Milkshape and used the new mesh tool with .smd files. Guess what? It works fine - first try. I am so excited - but Milkshape is much harder to control than the other program I was using.. oh well, at least I can start making more meshes now!
My suggestion to you is to give up on Blender and just redo your mesh with Milkshape - I know it sucks, Milkshape you have to pay for after 30 days and it may be harder for you to work with. But I bet that using that and using the new mesh tool with .smd files will work for you as well. I'm sorry no one here could be of more help to you. Good luck! :howdy:
SMD files should work with more programs than the obj files were, so far the programs known to work with the smd file created with the smd files the mesh tool create are: MilkShape, Softimage XSI, 3ds studio max with cannonfodder SMD importer/exporter. There are also Smd plug-ins for blender and maya (but so far no one has reported that these work (a few people where having trouble with the maya plug-ins , but I think a new plug-in has been found since then)
If you are looking for a free 3d program to use with the smd files , then you could try Softimage XSI mod tool 4.2.
http://www.softimage.com/products/Mod/v4/
it`s a cut down version of the full Softimage XSI program , mainly in the restrictions on what files formats it can import and export but one of the formats it does support is SMD files.
faeriegurl
18th Feb 2005, 1:11 AM
SMD files should work with more programs than the obj files were, so far the programs known to work with the smd file created with the smd files the mesh tool create are: MilkShape, Softimage XSI, 3ds studio max with cannonfodder SMD importer/exporter. There are also Smd plug-ins for blender and maya (but so far no one has reported that these work (a few people where having trouble with the maya plug-ins , but I think a new plug-in has been found since then)
If you are looking for a free 3d program to use with the smd files , then you could try Softimage XSI mod tool 4.2.
http://www.softimage.com/products/Mod/v4/
it`s a cut down version of the full Softimage XSI program , mainly in the restrictions on what files formats it can import and export but one of the formats it does support is SMD files.
Where is the option to import .smd files in XSI mod tool? I downloaded it and the only add-on they had on their site, but I don't see that option in the program. :blink: See the photo of my import options:
http://img.photobucket.com/albums/v663/faeriegurl/xsi.jpg
Thanks! :)
Miche
18th Feb 2005, 1:39 AM
Where is the option to import .smd files in XSI mod tool? I downloaded it and the only add-on they had on their site, but I don't see that option in the program. :blink: See the photo of my import options:
http://img.photobucket.com/albums/v663/faeriegurl/xsi.jpg
Thanks! :)
did you download the game add on pack, it looks from the picture that you did as you have the value source menu, if you have, then the import and export smd options are in that value source menu. (third menu from the right)
edit: okay I`ve re read your post and see you have downloaded the add on, so yes the import/export options should be in that menu.
Also when you export a smd file from the XSI mod tool , you should get three options , make sure you unselect the one which says about removing unused bones, but leave the other two selected. Then when importing the smd file into the mesh tool, make sure in the mesh tool you check the box called "using XSI mod tool".
roxxy
18th Feb 2005, 2:00 AM
Okay, sorry if this has already been asked. I have read so many of these today that it's all a blur of info.
But... I still do not have a GMDC wrapper in my updated Simpe plugins list. I downloaded a file from Dephy's thread and then the new simpe said that was obsolete, fair enough but where do I get the GMDC plug in.
Thanks all.
faeriegurl
18th Feb 2005, 2:05 AM
okay I`ve reread your post and see you have downloaded the add on, so yes the import/export options should be in that menu.
Thanks a lot - I found them. :)
I have a different question now though - You are probably the only one that will know the answer so I hope you can help. I created a shirt mesh with Milkshape and exported the .smd file. I am using the new version of the mesh tool - when I tested it in Bodyshop there is a small gap between the head and body (see pic). I have no idea what to do about it.
http://img.photobucket.com/albums/v663/faeriegurl/detachedhead.jpg
I attached my files too if that helps. Do you think you could help me fix this?
Thank you so much!
edit: There is also a gap between the shirt and pants.
roxxy
18th Feb 2005, 2:19 AM
Here's what I do have in my plugins list. (Hope it's not too blurry to read).
BitzyBus
18th Feb 2005, 8:38 AM
roxxy, did you find a way to avoid the freezing at step 22 or are you still stuck there..?
I have been struggling with it but I can't seem to get past that... When ever I mark the files that should be deleted SimPE freezes :confused:
roxxy
18th Feb 2005, 9:09 AM
No BitzyBus, I didn't. Now with the new version of simpe it seemed that I am back quite a few steps from Step 22 as I don't even have the plugin's I need.
Mabelline
18th Feb 2005, 10:15 AM
I wonder how to export .smd from milkshape. When I attempt to export .smd from milkshape, I see an error message which says 'Found vertex with no bone assignment,please assign all vertices into a bone!Model not exported!'
Assign all vertices into a bone?How?I know what is vertex.But what is a bone in milkshape?
Also, I can't find any smd exporter or plugins for Blender and Maya.
Miche
18th Feb 2005, 12:02 PM
Okay, sorry if this has already been asked. I have read so many of these today that it's all a blur of info.
But... I still do not have a GMDC wrapper in my updated Simpe plugins list. I downloaded a file from Dephy's thread and then the new simpe said that was obsolete, fair enough but where do I get the GMDC plug in.
Thanks all.
If you download the latest version of SimPE . then you don`t need to download the seperate plug-in for the obj exporting as it`s now been included in the standard Simpe. If you are using the new version of Simpe and did add the seperate plug-in to your plug-in file, this might be the problem as it might conflict or overwrite the included one.
Miche
18th Feb 2005, 12:05 PM
Thanks a lot - I found them. :)
I have a different question now though - You are probably the only one that will know the answer so I hope you can help. I created a shirt mesh with Milkshape and exported the .smd file. I am using the new version of the mesh tool - when I tested it in Bodyshop there is a small gap between the head and body (see pic). I have no idea what to do about it.
http://img.photobucket.com/albums/v663/faeriegurl/detachedhead.jpg
I attached my files too if that helps. Do you think you could help me fix this?
Thank you so much!
edit: There is also a gap between the shirt and pants.
I`ve noticed that the objects(not sure if it`s with all of them or just some) exported in a smd file are slightly too high when re imported back into the game, I haven`t found the reason why this is yet, as the coordinates which are wrote to the smd file are exactly the ones which are in the gmdc file. So for now the only thing you can do is move the mesh down slightly in your 3d program before you export it to a smd file.
Miche
18th Feb 2005, 12:09 PM
I wonder how to export .smd from milkshape. When I attempt to export .smd from milkshape, I see an error message which says 'Found vertex with no bone assignment,please assign all vertices into a bone!Model not exported!'
Assign all vertices into a bone?How?I know what is vertex.But what is a bone in milkshape?
Also, I can't find any smd exporter or plugins for Blender and Maya.
Bones are like the skeleton of the body mesh (and some objects have them too) , they are used to animate the objects. If you are working on a body mesh , then when you exported it to a smd file from the mesh tool, all the vertices would be assigned to the various bones. Then if you add new vertices you must assign them to the correct bone for their position,like if you add a vertice on the hand then it needs to get assigned to the hand bone (at the moment with the current mesh tool, the bones don`t get given a correct name as these names aren`t stored in the gmdc files, so you have to look through the bones to find what one is in the position where the hand is and has all the vertices from the hadn assigned to it).
Sorry I can`t tell you how to assign a vertice to a bone though as I`m not any good at making 3d objects, sure someone else will help you with that though.
Mabelline
18th Feb 2005, 12:55 PM
ok
Thx,Miche.
I found a tutorial that tell me how to do it.
I will take some time to figure it out. :)
mtgbass
19th Feb 2005, 3:03 AM
great job thanks for the help wds brianna
Xenos
19th Feb 2005, 11:58 AM
I`ve noticed that the objects(not sure if it`s with all of them or just some) exported in a smd file are slightly too high when re imported back into the game, I haven`t found the reason why this is yet, as the coordinates which are wrote to the smd file are exactly the ones which are in the gmdc file. So for now the only thing you can do is move the mesh down slightly in your 3d program before you export it to a smd file.
Miche - could this be a problem with the origin being moved? Each 3D object has an origin point and you can move that around, but by default, a program will create an origin at the absolute mathmatical center of it. But, if these meshes have an origin that's slightly above center, and that origin doesn't make it into the SMD file when it's exported, then your 3D program is going to create a new one when it's imported - and it'll be off. (Different programs might calculate the origin slightly differently, too...)
<shrug> Could be wrong, but I think it's worth checking.
X.
Miche
19th Feb 2005, 12:35 PM
Miche - could this be a problem with the origin being moved? Each 3D object has an origin point and you can move that around, but by default, a program will create an origin at the absolute mathmatical center of it. But, if these meshes have an origin that's slightly above center, and that origin doesn't make it into the SMD file when it's exported, then your 3D program is going to create a new one when it's imported - and it'll be off. (Different programs might calculate the origin slightly differently, too...)
<shrug> Could be wrong, but I think it's worth checking.
X.
It is possible that it`s doing something like that , except for with the game the origin is 0,0,0(local/model origin)(all objects in a 3d world should have a local origin of 0,0,0, but what is a bit unusual about this game is it treats the local origin as ground level rather than the middle of the object) and 3d programs must be using this or close to it (or recalculate every vertice position) and also that the smd file doesn`t support a origin (other than a position for each bone), and the mesh tool doesn`t import one back, so unless the 3d programs are moving each vertice location then I`m not sure that would effect it.
So the origin in the game of a body mesh is 0,0,0 (z is up), and this was not used by the 3d program, as it`s not exported the 3d program decided the real origin is slighty higher (as the objects get moved up when imported into the 3d programs) so if the 3d program has decided that the real origin is say 0,0,0.1(world origin)
(which would acount for the objects being slightly too high),and we have a vertice which had a position of 0.5,0.5,0.5 (in the smd file and game.), so the position of that vertice would be (in the 3d program) 0.5,0.5,0.6. However when it exports it back out, it should export the position of the vertice relative to the origin, so it still should get exported out as 0.5,0.5,0.5.
If the 3d program was moving the origin to the middle of the mesh and then exporting the vertice positions relative to that, the game would still think of the origin as 0,0,0, and as ground level , so half the mesh would be below the ground.
I haven`t had time lately to look into this much, so I really don`t know what it is, so at this time I`m not ruling anything out, so thanks for coming up with the idea as it gives me some ideas that I can check.
Xenos
19th Feb 2005, 12:55 PM
That makes sense - I knew, but had forgotten (erm, neglected to remember) that the origin was at the ground on these. It would be an extreme difference if the origin was being recalculated to object's absolute center.
The other obvious answer that comes to mind is that if your 3D program uses a different scale measurement than what the game uses (or if you are actually telling it to scale the object) that it might be rounding off points to a limited number of decimals. Over the course of each vertice row, that .00001 (or whatever) difference might add up to the difference you're seeing above. And, since it's not connected up top and the difference is so small, we notice it on the Z because it's not connected, but it's not noticable to our eyes on the X,Y.
<shrug>
X.
natrobo
19th Feb 2005, 2:00 PM
Hi, thanks for he tutorial BriAnna
I have done this create a new mesh many times, and my new mesh never shows up in bodyshop or in the game. I've exported to obj from my new package, an open it in milkshape and there i can see the new mesh. So i suppose I imported it well.
Watching every step closely, i discovered that when i open the bodyshop package it only shows 6 files and your tutorial shows 8. Could we have differents versions of bodyshop? Mine is version1.0.0.9.71
Could that explain the fact my new mesh never shows up?
natrobo
19th Feb 2005, 7:44 PM
forget my last message!
I was doing allways the same error! I was using the wrong bodyshop file(the one in projects !!!) I've been trying for at least a week :weep: and was starting to dispair....
Now, i succeed !Thanks again for that very good tutorial!
nat :howdy:
XxHalfBloodPrincexX
19th Feb 2005, 10:37 PM
Help! okay ive just tried to make a bigger bun with rour mesh tutorial but the only problem is it doesntr work in body shop or the game i did exactly what you told me nothing more nothing less (by me i mean in this tutorial) and in this picture .... it works in sims pe but then i open it in bosy shop it look like the original thing..whats worng???
saracentner
20th Feb 2005, 12:18 AM
Help! okay ive just tried to make a bigger bun with rour mesh tutorial but the only problem is it doesntr work in body shop or the game i did exactly what you told me nothing more nothing less (by me i mean in this tutorial) and in this picture .... it works in sims pe but then i open it in bosy shop it look like the original thing..whats worng???
you have to be so careful when you mess with the 3d referencing files...you may have accidently edited the elder or teen files instead of the adult
Mabelline
20th Feb 2005, 12:57 AM
Yeah~~~~~~~~~~~~~! :D
Finally I fixed it by using milkshape only to the obj file.
Thank you all of you!
Another question, anyone can edit meshes in 3d programs other than milkshape and the meshes are fine in the game? How to do this?
Also, is there any way to generate a new map for edited meshes? How?
simsuncensored
20th Feb 2005, 11:16 AM
If you download the latest version of SimPE . then you don`t need to download the seperate plug-in for the obj exporting as it`s now been included in the standard Simpe. If you are using the new version of Simpe and did add the seperate plug-in to your plug-in file, this might be the problem as it might conflict or overwrite the included one.
Also If you have the new version of simpe, and you already had delphy's plugin before you installed it. simpe would have asked if you want to disable it, you sould have clicked yes.
If you still have no gmdc plugin I would uninstall simpe, delete all plugins and reinstall the new version of simpe, as of right now I beleave the new version will replace all the ones you need.
What do you think miche?
simsuncensored
20th Feb 2005, 11:18 AM
I`ve noticed that the objects(not sure if it`s with all of them or just some) exported in a smd file are slightly too high when re imported back into the game, I haven`t found the reason why this is yet, as the coordinates which are wrote to the smd file are exactly the ones which are in the gmdc file. So for now the only thing you can do is move the mesh down slightly in your 3d program before you export it to a smd file.
It looks to me that it was moved in the 3d program, it is a very easy mistake to make.
simsuncensored
20th Feb 2005, 11:51 AM
Yeah~~~~~~~~~~~~~! :D
Finally I fixed it by using milkshape only to the obj file.
Thank you all of you!
Another question, anyone can edit meshes in 3d programs other than milkshape and the meshes are fine in the game? How to do this?
Also, is there any way to generate a new map for edited meshes? How?
look back about 24 post ago, miche posted other 3d programs you can use.
softimage is hard to learn but it dose just about everything as far as I can tell, and it is free.
as far as map, if I am thinking about the same thing as you, each 3d program is different. but for milkshape you have to go to materials, click new and none
open your material, name it the same as your txtr in simpe.
it will export with your model.
sorry just giving you a general idea, there are alot of tutorials out there to help you with more compilcating steps.
If you have the right plugin milkshape also has a texture coor editor under the windows tab that you can use to move your textures to just the right spot, you can also seperate your model into parts to make this look alot better, but I am not going into all that, like I said already there are alot of tutorials already out there for helping with 3d programs and photo programs.
Hope this helps you some, and remember it takes alot of time to learn all this, and just when you do someone will change something lol. but it is all getting better each day, and it is worth it. :)
insufferabilityness
20th Feb 2005, 6:41 PM
Er. Well.
I'm having troubles.
I edited an underwear mesh, right?
I go to see if it worked . . .
It edited EVERY underwear mesh, not just one! O_O I have no idea what happened. So all my underwear meshes look like one body type when they arent -.- I'm sooo freaking confused.
Mabelline
20th Feb 2005, 7:43 PM
Thx,simsuncensored !
I followed this tutorial to make a hair mesh. When I am about to extract a hair mesh for editing from the gmdc,the generic Rcol editor show that there are 3 models: hair, hair_alpha3 & hair_alpha5.
Should I have to edit all these ? How to import all of them to a single .simpe package (which replace the original gmdc ) with the mesh tool?
devona
22nd Feb 2005, 4:17 AM
I have made several hair meshes and am very happy with them but this is my problem. If i make a toddler hair, there is also a childs, teen, adult, and elder with same name in bodyshop. my bodyshop is getting very cluttered :)
Is there a way to delete the other ones from the bodyshop file? or do you need to do a whole set for all 5 sim ages?
PS Thank you Brianna for a wonderful easy to follow tutorial!!!
simsuncensored
22nd Feb 2005, 12:32 PM
Thx,simsuncensored !
I followed this tutorial to make a hair mesh. When I am about to extract a hair mesh for editing from the gmdc,the generic Rcol editor show that there are 3 models: hair, hair_alpha3 & hair_alpha5.
Should I have to edit all these ? How to import all of them to a single .simpe package (which replace the original gmdc ) with the mesh tool?
I haven't messed with hair yet, but if you are unsure you can always extracted them, and when you open in your 3d program you should be able to tell witch one you have to do.
sorry I didn't anser sooner, for some reason I couldn't get into the site yesturday.
simsuncensored
22nd Feb 2005, 12:41 PM
I have made several hair meshes and am very happy with them but this is my problem. If i make a toddler hair, there is also a childs, teen, adult, and elder with same name in bodyshop. my bodyshop is getting very cluttered :)
Is there a way to delete the other ones from the bodyshop file? or do you need to do a whole set for all 5 sim ages?
PS Thank you Brianna for a wonderful easy to follow tutorial!!!
not sure what you are asking.
can you delete folders in your projected folder?
yes but you have to close bodyshop first unless you want to do one at a time in bodyshop, but that takes to long.
if you are asking about the txtr(skins) of a hair package, no you don't have to change them all, but I am not sure if you should delete them.
download a hair meshs that has been done already, and see if you can find one that will help anser your Q, looking at other peeps work help alot sometimes.
sfryan92
25th Feb 2005, 1:05 AM
im confused about how to get it back into body shop
electric
25th Feb 2005, 2:00 AM
When i go to save this page, the pictures dont save with it.I have no trouble saving other pages with pics. Ive tried putting the pics in the same folder as the page but still no good.Any ideas? Its probably the simplest thing.
electric
25th Feb 2005, 6:05 AM
Is it normal for it to take about half an hour+after youve done the scenegraph part,commit,save?Mine just says please wait.Its taking forever.If thats normal i dont mind.
natrobo
25th Feb 2005, 12:46 PM
Electric.
I don't know if it's normal, but i just save and ignore it.
It worked for me
Nat
wayneout
26th Feb 2005, 1:20 AM
Thank you for the tutorial. I have been able to create
three different outfits. So far, I have not been able to
do just tops. I think it might have to do with using Poser
or it could just be me.
However, I have one question.
In Step 22, it says delete the ones at the top
that say "user defined"
None of mine have ever said that. I just go ahead and
delete the top two and move the others up. It worked
for the outfits. I wonder if there is a reason why it
doesn't say "user defined" It doesn't have anything
about user in the list.
Bill
electric
26th Feb 2005, 8:48 AM
its ok,I deleted simpe,and reinstalled from the website and it works now, i dont have a long wait.must have been the version i had.Theyre updated so often its hard to keep up lol
I used Anim80r along with Crossroad (for file conversion) And my mesh worked.My mesh looks crappy but just the fact theres a difference is good.Now i can improve my meshes.
SharonQ27
26th Feb 2005, 5:53 PM
22. Click on the resource node at the top (the one marked [userfile]) and delete it. Click on the shape at the top (the one marked [userfile]) and delete it.
Sorry if this is really a dumb question cause most people seem to have gotten furture into the project before encountering problems. My problem is on step 22 where it tells you to delete the resource node and the shape at the top the ones which should be marked [userfile] arn't marked userfile they look just like the new ones I just draged into the bottom of the list. I've done each step exactly as it say's before this step and I've tried doing the beginning steps a few times but each time this is where I get stuck. Does anybody have any idea what's going wrong here? Thanks in advance. :)
wayneout
26th Feb 2005, 7:27 PM
See my post above. I have the same problem, but I just delete the
top two (resource and shape) and move the other two up and
it works fine.
Bill
SharonQ27
26th Feb 2005, 7:45 PM
See my post above. I have the same problem, but I just delete the
top two (resource and shape) and move the other two up and
it works fine.
Bill
Thanks! I guess that's not what's causing my problem then. I don't suppose you have an idea what I'm doing wrong? I've done all the steps right upto step 26 but when I got into bodyshop to check if it's grabbing the new mesh thing I get a swatch pic that looks like the dress in the tutorial but when I click on it, it's a completly different formal gown. I have followed all the steps as they are written down but obviously something is going wrong somewhere. Any ideas where I'm going wrong?
wayneout
26th Feb 2005, 8:22 PM
No, I haven't had that problem, but then I keep the tut right
at hand when I do it. The problems I have had come from forgetting
to hit commit or save and when I try to edit tops alone. Outfits
I have no trouble with if I follow the tutorial.
And I use Poser although I have Truespace because it is much easier
to edit my object with Xenos great magnet set.
Maybe someone else can help.
Bill
SharonQ27
26th Feb 2005, 8:47 PM
I don't seem to have a GMDC Wrapper option in the installed plugins list even though I just got the latest version of simPE. Is there something else I require for this option to be there?
wayneout
26th Feb 2005, 9:13 PM
If you have the latest version of SimPe, then you don't have
to worry about the GMDC wrapper. In the instructions that
talk about it, it says to help install your obj extractor. But
the latest version of SimPe already has the object extractor
in it. I have never used the GMDC wrapper in my work.
I think that is only for earlier versions.
What outfit are you trying to do?
Maybe I can try it and see if it works for me.
Bill
SharonQ27
26th Feb 2005, 9:30 PM
I'm just trying to fix the dress on this tutorial so I can hopefully learn some mesh stuff and get rid of that annoying hanging thing on the back of the dress.
wayneout
26th Feb 2005, 10:04 PM
I tried the same outfit (never tried it before) and it showed up in
bodyshop after step 25 (or whatever step). I even used the same
names that she used. So, it does work.
Bill
SharonQ27
26th Feb 2005, 10:08 PM
But I am following the steps just as they're written but when I got to check I see a different dress than the one I selected at first. Different mesh and everything. I wish I knew what it was I'm doing wrong.
wayneout
26th Feb 2005, 11:50 PM
This probably won't help much, but this is the files I have in the
special folder that you are to keep all the new stuff in.
You might want to check and make sure that this is want you
have. This files are from the dress that was made in the
tutorial.
Bill
SharonQ27
27th Feb 2005, 12:55 AM
I don't get that, I'm obviously mistaking the tutorial a little cause it feels like I'm doing the steps right but I must be getting confused at some point I only wish I knew which part I was doing wrong.
SharonQ27
27th Feb 2005, 12:58 AM
I'm obviously getting confused at some point the as it feels like I'm following the steps correct I only wish I knew which bit I am making the mistake on.
wayneout
27th Feb 2005, 1:15 AM
You don't have your project folder in your sims folder in the documents
file, do you? My "project" folder is in a dummy file I made up called
simscloth or something like that. It is a real pain to switch back and
forth between all the folders but it is worth it. I just did the
chensogram (spelling) dress.
Sorry, it is hard to figure it out without actually knowing each of
your steps.
Bill
SharonQ27
27th Feb 2005, 1:24 AM
Nope, My project folder isn't in my sims folder. As fas as I can tell I'm doing everything right. I wish I could be more help but I really don't have a clue which part I'm doing wrong. I feel really frustrated at the moment mostley because I can't figure out which part it is that I'm doing wrong.
SharonQ27
27th Feb 2005, 1:46 AM
Hmm.. Ok I just tried all the steps between one and twenty six again and still I get the wrong dress showing up and I'm pretty much ready to give up now. I know for sure I did all the steps right that time.
wayneout
27th Feb 2005, 2:11 AM
Did you check and see if your project folder had the same
thing in it that mine did?
If so, then you know that you doing that part right.
I could send you the files from my project and see if
it works in bodyshop.
Other than that, it is hard to figure out what could be wrong.
It might be just one little thing that is throwing everything off.
Bill
SharonQ27
27th Feb 2005, 2:18 AM
Now your really confusing me with all this folder talk. I do have a projects folder on My Documents/Sims 2 but that's not the projects folder I've been saving the dress I've been trying to fix in. I made a new folder outside of my sims 2 folder where I saved all the files for this mesh.
wayneout
27th Feb 2005, 2:38 AM
Sorry, didn't mean to do that.
The jpg I posted earlier is one of the "projects" folder that is kept
outside of Sims2. What I have in the pic is what should be in your
folder outside the Sims2. I usually just delete all the stuff in mine
after I alter the mesh and it works.
Then you have the folder call "Saved Sims" which is in the Sims2
folder in your documents section, and you have the package file
that is in your download folder.
And of course there is the project folder that has the .jpg images,
I believe.
Each of the first two in the Sims2 folder (saved Sims and download
package) is less than 1mb. But the one in the project folder is
almost ten but you don't touch it in working with the tutorial.
Bill
SharonQ27
27th Feb 2005, 12:04 PM
Ok now I'm with you again, lol. Yeah! That's what folders I used also. I used the The MeshTutorialTemp file I created in bodyshop from the saved sims folder then I made a MESH file from that file and saved in the downloads folder inside my sims 2 folder all the other files I used while messing with these files were saved in a folder outside of my sims 2 folder. But I still don't get the results I wanted. I start out with the very same dress in the tutorial and like you I even use all the same names as the tutorial but once I've done step 26 and it tells me to go check the file to see if it's grabbing the new mesh I get a different formal dress that's not even the same style dress.
SharonQ27
27th Feb 2005, 12:17 PM
The dress on the left is the one I start with and the dress on the right is what I end up with after trying all 26 steps.
wayneout
27th Feb 2005, 4:46 PM
This webpage is taking forever to load today and I am on cable.
I really don't know what could be the exact problem. Sorry.
Again, I could send you the files that worked for me and
you can compare them. (that is how I solve some of my
problems) But I have to leave for work in a little over
an hour and I don't think the webpage will be loaded by
then. This reply page is still loading.
Must be a lot of people on the website today.
Bill
jpaul
27th Feb 2005, 5:48 PM
Hello,
First of all, I would like to congratulate you, WDS BriAnna, for this great job.
With it, I have done my first Mesh transformation !
As I know that a lot of french Sims players don't understand english, I have made a "free" translation of your tutorial : http://jpnce.free.fr/Sims2/dossiers/dossiers.php?id_dossier=1
I hope that you will not see any problem to that (the link to your tuto is at the begining of mine).
Could you please confirm me that you are OK with my translation.
Thanks again for that great job.
Jpaul
SharonQ27
27th Feb 2005, 7:20 PM
This webpage is taking forever to load today and I am on cable.
I really don't know what could be the exact problem. Sorry.
Again, I could send you the files that worked for me and
you can compare them. (that is how I solve some of my
problems) But I have to leave for work in a little over
an hour and I don't think the webpage will be loaded by
then. This reply page is still loading.
Must be a lot of people on the website today.
Bill
Sure if you wouldn't mind sending me your files I'd really appreciate taking a look and comparing my files. I'm at my wits end with it and for some reason I the more I try and fail the more I want to figure this out. I'll send you my email address via private message if that's ok. :)
Essie69nl
27th Feb 2005, 9:00 PM
Ah, finally I can give it a try...... (deep sigh)....
Thanks,
Greetz, Essie
Weji
28th Feb 2005, 12:37 AM
* I would've posted this elsewhere but I'm not clear exactly where the problem lies and a search turned up the following in this this thread:
[QUOTE=Big Bad Shar]Although, I have tried to edit the mesh for the slip found in PJs. It's the one that has the extra alpha and texture files. When I edit the mesh, everything looks about the same except there is a region of black on the lower portion of the skirt. I ignored it and edited anyway. Nothing big just made it a bit longer...no vertices clashed. Then when I imported it , it caused body shop to crash and dump three files (dump_object_1; dump_object_2.....) So, I was wondering if there are extra steps to edit this sort of mesh whether it would be in sims PE or milkshape. I tried to edit the slip twice and followed your directions perfectly and got the same crash.
QUOTE]
Any luck on this, Shar? I Just spent the day working on the same mesh with the same tools and have the same problem. Thanks to Brianna's lovely tutorial I've successfully imported enough edited body OBJ's to have the process memorized but this one has me perplexed.
At first glance, it seemed to be an issue with Milkshape and I'm still inclined to think it has something to do with Milkshape and the file format. The reason I say this is the error appears when the OBJ file is exported from Milkshape whether or not it has been edited. The default mesh in question is
afbodyslip_tslocator_gmdc.obj
When imported into Milkshape 3 named object groups are shown and when loading up the Milkshape export into MTSMeshTool via "Load 3D File" the status dialog reports "3 models loaded". However, when the original/unedited/not-exported-from-Milkshape OBJ file is loaded into Mesh Tool the same dialog reports 4 objects (as does the Mesh Tool Settings dialog - see attachment) when the file is left native/original without exporting from Milkshape. As can be seen in the Mesh Tool Settings dialog, it appears that the original afbodyslip_tslocator_gmdc.obj has 2 groups named "body".
I was really hoping to use that mesh as a base for several projects but I'm stumped.
Thanks again to MTS and all the helpful people here.
Jaycephus
28th Feb 2005, 2:24 AM
I've successfully gotten to the end of the tutorial using SimPE .19 and Mesh Tool .9.46. My new mesh shows up correctly in the preview in SimPE with the MESH package open.
However, when I open Bodyshop and cycle through the clothing, Bodyshop crashes when it trys to display the thumbnail of the edited dress. I'm using XSI and .obj files.
Any help or hints would be appreciated. Thanks,
FoxieRoxieNYC
28th Feb 2005, 3:10 AM
I think there may actually be a problem with the newer versions of SimPE when it comes to editing meshes. I just downloaded the new version .20 and I notice how there are NO HASH NUMBERS in the newly created files. I was trying to edit an adult skirt earlier today, and I've done this enough to know the steps by heart, and it would not show up in BS for the life of me. I even went back and looked at the tutorial and read it step by step as I edited, and still nothing. What happens in BS is that the tumbnail is there, but when you click on it, the mesh that shows up is not the one I edited, instead it was a pair of jeans! I got sooo upset and fustrated that I said f**k it! It's very fustrating, I dont know if it's just me, it's driving me mad!
Jaycephus
28th Feb 2005, 3:41 AM
Yes, it can be very frustrating to jump through 32 hoops and get nothing for your effort. Without modding, frankly, Sims 1 and 2 would just not be successful games, IMO. Why Maxis doesn't make it easier for modders to write the modding tools is beyond me. Anyway, the tool writers are doing a fantastic job, despite these problems. The progress has been amazing.
SharonQ27
28th Feb 2005, 10:54 AM
I think there may actually be a problem with the newer versions of SimPE when it comes to editing meshes. I just downloaded the new version .20 and I notice how there are NO HASH NUMBERS in the newly created files. I was trying to edit an adult skirt earlier today, and I've done this enough to know the steps by heart, and it would not show up in BS for the life of me. I even went back and looked at the tutorial and read it step by step as I edited, and still nothing. What happens in BS is that the tumbnail is there, but when you click on it, the mesh that shows up is not the one I edited, instead it was a pair of jeans! I got sooo upset and fustrated that I said f**k it! It's very fustrating, I dont know if it's just me, it's driving me mad!
That's the same problem I'm having I ws trying to edit the dress in the tutorial but when I go into bodyshop I get the thumbnail for the correct dress till I click on it and then I get a different dress.
FoxieRoxieNYC
28th Feb 2005, 12:35 PM
Yah I'm not sure why this is happening, it's never happened for me before, so it's alarming and upsetting at the same time. What version of SimPE do you have? I'm wondering if this is contributing to it. I never had any problems before getting the newest version (v.20) and now it's driving me nuts.
Black_Panther
28th Feb 2005, 10:52 PM
SharonQ27 I had your same problem, just change SimPe 020 with SimPe015 and all works fine.
Now, my problem.
I had the problem that Body Shop does not shows me my modified mesh, but shows the original. So I read that Blender (the software that I use) renames the meshes so is necessary rename it with notepad in the line starting with "g". Ok, now it shows me a different mesh, but it's "exploded". I follow every passage of the tutorial, I export the obj, import it in the blender, I modify the mesh, I export the obj, I rename with the notepad, I reimport with MeshTool and then replace Geometric Data Container as the tutorial says.
I have to do other things between these steps? I have to modify the settings of the MeshTool in a particular way? Now the only thing unchecked is "overwrite names".
Could somebody help me?
Please ;(
.... sorry for the english :P
NonasArt
28th Feb 2005, 11:17 PM
Not sure if this is where I post my Question at hope its the right. I down loaded and installed SimPe latest 0.19.1877. When I click on 3d ID Referencing File and then go to Plugin View, it white blocks as thou it is working, but then cusior just spins. Then I get a message this program is not responding. :confused:
Thank you NonasArt
You guys are great. :D
SharonQ27
28th Feb 2005, 11:34 PM
SharonQ27 I had your same problem, just change SimPe 020 with SimPe015 and all works fine.
Now, my problem.
I had the problem that Body Shop does not shows me my modified mesh, but shows the original. So I read that Blender (the software that I use) renames the meshes so is necessary rename it with notepad in the line starting with "g". Ok, now it shows me a different mesh, but it's "exploded". I follow every passage of the tutorial, I export the obj, import it in the blender, I modify the mesh, I export the obj, I rename with the notepad, I reimport with MeshTool and then replace Geometric Data Container as the tutorial says.
I have to do other things between these steps? I have to modify the settings of the MeshTool in a particular way? Now the only thing unchecked is "overwrite names".
Could somebody help me?
Please ;(
.... sorry for the english :P
My mesh is working now but the swatch pic shows a completly different dress for some reason. Anyway after I tried editing the mesh with milkshape mine also exploded so I guess I should be pleased that I can actually edit the mesh but I'm not sure why it exploded.
SharonQ27
1st Mar 2005, 12:05 AM
Ok I've actually got the mesh edited just perfect but I still have this problem with the swatch. I've edited the same dress as this tutorial but if you look at the swatch pic it shows a different formal dress, it's not even a dress of the same style is there a way to fix the swatch file?
FSMCDesigns
1st Mar 2005, 2:41 AM
Sharon, the swatch/thumbnail is taken from the first time you load the mesh, so if it's not correct or points to another dress that is what will be displayed. if I was to load the final version in my game, I would get whatever the final mesh looked like.
Try taking the files out, then loading BS up again, close and add them to see if it will reload the swatch, if not, you may be able to find a thumbnail file that can be deleted like with objects.
NonasArt
1st Mar 2005, 7:28 AM
Hi Just to let anyone interested. I have discovered what has caused Plugin View not to respond once 3D ID Referencing files has been selected. It is Zone Alarm Antivirus program. If I turn off the Antivirus program in Zone Alarm I am able to access the 3D ID Referencing file hmmmm go-figure. Everything else has ran nicely.. again thank you NonasArt
SimPe or zone alarm
SimPe or zone alarm
I choose SimPE woohoo :bump:
WDS BriAnna
1st Mar 2005, 7:38 AM
To reset your thumbnails (previews), you can go into My Documents\EA Games\The Sims 2\Thumbnails and delete the cas thumbnails package.
SharonQ27
1st Mar 2005, 6:17 PM
Gah! The correct mesh shows in bodyshop until I delete the files stated in step 25 and I can't figure out why this is happening.
MisterV
1st Mar 2005, 9:09 PM
holy f*ck this actually works! I'm scared, those things usually don't work for me first time :D
only one problem remains...too many polygons they got in their models! my eyes can't take it! :D
oh, and praise to WDS BriAnna :D
jpaul
2nd Mar 2005, 2:25 PM
Hello all,
I guess my problem is the one that have been encountered in a few posts in that thread :
I can see a modified mesh in BodyShop but it shows my changes partially and also some changes on some places that I have not change any thing.
I guess that modeler program removes some of the vertices or something like that.
I am using Wings 3D and I also made test with blender (this one gives me worst results).
I am trying to found a solution with free software.
If any one can give me any information I will appreciate.
At the moment I am trying to understand the obj file format to check if my guess is right. But I don’t understand the way ‘vt’ ‘vn’ ‘f’ and so lines are used (understand only ‘v’ lines :-/)
Any way thanks to all for all that good work.
Jpaul
Ps : sorry for my poor english hoping I am not too difficult to read.
MisterV
2nd Mar 2005, 2:34 PM
now, I had a wierd prob, really:
I did everything allright through the tutorial, but since the start (since the first time you say to check the thing in bodyshop) the picture in Bodyshop was allright but the cloth as shown was completely different! it was a red top with whitish trousers (and I had chosen a formal gown)!
hah, that's so random it had me laughing! :D
I guess I'm a big loser and will have to go through the tutorial again? :D
oh, yeah, the same problem i just had, again! I did a top, went up to step 25, went to check the thing in Bodyshop and - same thing! instead of my top it shows a regular brown t-shirt!
I'm clueless... :blink: well, almost. Only one thing differs from the things mentioned in your tutorial. one small thing. But in this business everything counts, so here it is: in step 22, when you say "delete the shape and node marked [userfile]", I can clearly see that in the screenshot they are marked, but with me, they aren't! :D (im using the latest SimPE, version 0.22.1885.2495)
strange enough, as you may see from my last post, when I did it first time it worked okay (up to step 25 and the first check, at least)
so, yeah, please help :D
SharonQ27
2nd Mar 2005, 4:18 PM
now, I had a wierd prob, really:
I did everything allright through the tutorial, but since the start (since the first time you say to check the thing in bodyshop) the picture in Bodyshop was allright but the cloth as shown was completely different! it was a red top with whitish trousers (and I had chosen a formal gown)!
hah, that's so random it had me laughing! :D
I guess I'm a big loser and will have to go through the tutorial again? :D
oh, yeah, the same problem i just had, again! I did a top, went up to step 25, went to check the thing in Bodyshop and - same thing! instead of my top it shows a regular brown t-shirt!
I'm clueless... :blink: well, almost. Only one thing differs from the things mentioned in your tutorial. one small thing. But in this business everything counts, so here it is: in step 22, when you say "delete the shape and node marked [userfile]", I can clearly see that in the screenshot they are marked, but with me, they aren't! :D (im using the latest SimPE, version 0.22.1885.2495)
strange enough, as you may see from my last post, when I did it first time it worked okay (up to step 25 and the first check, at least)
so, yeah, please help :D
This is exactly the same problem I'm having. I start with the dress shown in this tutorial and the first time it tells me to check in bodyshop The little thumbnail pic is the correct dress but when I click on it it shows a formal gown that has a completly different mesh and style. And I've tried this over like 20 times and I get the same results everytime and I have clicked the commit button wherever it said to click it and I followed all the steps just as it said to do it.
jpaul
2nd Mar 2005, 4:29 PM
Yesterday I had quite the same in BodyShop :
The custom mesh I was choosing was different that the one BodyShop was using. I thought may be all the tests I have down were involved with that problem so I created as directory sav_SavedSime and sav_download and move every tests in teh respective directories to empty directory save sims and download. Then I made a test calling BodyShop checking that there was not any more custom to choose : it was Ok. Then I generate my last test in downloads (blender one) and then I was able to see that blender result was worst then Wings 3D one. But confusion between customs meshes were gone...
Jpaul
now, I had a wierd prob, really:
I did everything allright through the tutorial, but since the start (since the first time you say to check the thing in bodyshop) the picture in Bodyshop was allright but the cloth as shown was completely different! it was a red top with whitish trousers (and I had chosen a formal gown)!
hah, that's so random it had me laughing! :D
I guess I'm a big loser and will have to go through the tutorial again? :D
oh, yeah, the same problem i just had, again! I did a top, went up to step 25, went to check the thing in Bodyshop and - same thing! instead of my top it shows a regular brown t-shirt!
I'm clueless... :blink: well, almost. Only one thing differs from the things mentioned in your tutorial. one small thing. But in this business everything counts, so here it is: in step 22, when you say "delete the shape and node marked [userfile]", I can clearly see that in the screenshot they are marked, but with me, they aren't! :D (im using the latest SimPE, version 0.22.1885.2495)
strange enough, as you may see from my last post, when I did it first time it worked okay (up to step 25 and the first check, at least)
so, yeah, please help :D
MisterV
2nd Mar 2005, 5:22 PM
Yesterday I had quite the same in BodyShop :
The custom mesh I was choosing was different that the one BodyShop was using. I thought may be all the tests I have down were involved with that problem so I created as directory sav_SavedSime and sav_download and move every tests in teh respective directories to empty directory save sims and download. Then I made a test calling BodyShop checking that there was not any more custom to choose : it was Ok. Then I generate my last test in downloads (blender one) and then I was able to see that blender result was worst then Wings 3D one. But confusion between customs meshes were gone...
Jpaul
well, it's not really a confusion between custom meshes, because I havn't even changed the default mesh, but Ill try, thanks :D I just hope my Bodyshop doesnt crash, with me removing the downloads manually.
EDIT: doesn't work :fallen:
CharmeC
2nd Mar 2005, 8:19 PM
After following the instructions in this tutorial, I clicked on the Load 3d file button in MTS2 and chose the edited mesh OBJ file from Milkshape, but the next button Load sims mesh remains grayed out and I cannot proceed.
jpaul
2nd Mar 2005, 9:20 PM
Hum this looks like if your obj file is wrong.
If you still have a copy of the one exported bye SimPe, try to load it, it should work OK. If yes this will confirm that the problem comes from your modified obj file.
For information : my version of MTS2 shows a popup window (see attachement) telling that the loading of the obj file is done? Do you have that windows ?
Jpaul
After following the instructions in this tutorial, I clicked on the Load 3d file button in MTS2 and chose the edited mesh OBJ file from Milkshape, but the next button Load sims mesh remains grayed out and I cannot proceed.
Aner-Dyfan
2nd Mar 2005, 10:49 PM
Seems like a fairly common problem after the check at number 25, as mine doesn't show up either. And I don't think it's anything to do with SimPE version as I have tried it with both 1.5 and 2.2. It's a shame as it's a very well done tutorial, I hope there is a solution to this problem.
SharonQ27
3rd Mar 2005, 12:10 AM
Seems like a fairly common problem after the check at number 25, as mine doesn't show up either. And I don't think it's anything to do with SimPE version as I have tried it with both 1.5 and 2.2. It's a shame as it's a very well done tutorial, I hope there is a solution to this problem.
Yeah I wish I knew what was causing this problem, I'm kind of releived that it's not just me getting this problem as I was convinced I'd done something wrong but after like 20 attempts I was starting to think it wasn't a problem caused by my lack of meshing knowledge.
CharmeC
3rd Mar 2005, 12:36 AM
Hum this looks like if your obj file is wrong.
If you still have a copy of the one exported bye SimPe, try to load it, it should work OK. If yes this will confirm that the problem comes from your modified obj file.
For information : my version of MTS2 shows a popup window (see attachement) telling that the loading of the obj file is done? Do you have that windows ?
Jpaul
This happened with v0.9.29, I got no message at all after clicking on Load 3d file and choosing a file. However if I click on Object wizard instead then I do get the "Finished reading obj file" message. Later I tried MTS2 v0.9.46 and none of the buttons is grayed out in this version, but when I click on them there's also no message telling me if the file was read successfully, on clicking Save file I get a message saying File saved. I replaced the Geometric data container in my edited mesh file with the resulting simpe file from MTS2, and then opened up Bodyshop, the mesh looks totally unchanged, I repeated all the steps in the tutorial several times and still can't get the new mesh to show up. I think MTS2 simply did not convert my OBJ file successfully, while it seemed to have worked for lots of people here :(
crechebaby
3rd Mar 2005, 1:50 AM
I'm clueless... well, almost. Only one thing differs from the things mentioned in your tutorial. one small thing. But in this business everything counts, so here it is: in step 22, when you say "delete the shape and node marked [userfile]", I can clearly see that in the screenshot they are marked, but with me, they aren't! (im using the latest SimPE, version 0.22.1885.2495)
I'm also having this problem with the latest version of SimPE.
This is the first time I've had this problem--and it's only occurred since updating to the more recent version of the program (version 0.22).
Instead of showing the formal gown I'd chosen to edit (the loose gown), Bodyshop showed another formal gown (the tight one with shoes showing). I'm completely clueless as how to proceed here. Does anyone have any idea what the problem might be?
wayneout
3rd Mar 2005, 2:04 AM
There is another thread on this under modding and then tools,
not modeling tools. It was posted by FoxyRoxyNYC, I believe.
I did not update my SimPe and it still works. Several people
are having the same problem.
Bill
crechebaby
3rd Mar 2005, 2:10 AM
Is there any way for me to re-download a previous version of SimPe?
wayneout
3rd Mar 2005, 2:16 AM
You can check the website and see if they have it.
My version is 19.1877.6526 and it works.
It seems the problems started with version 20 from what I have
read. You can also check your hard drive and see if you still
have the rar file that had an earlier version. I deleted mine, sorry.
Bill
crechebaby
3rd Mar 2005, 4:32 AM
Bah! Didn't have an older version on the hard drive, but I was able to download version 0.15 in .rar file.
It's under the "outdated" section.
Happily, I think it will work for my purposes :)
jpaul
3rd Mar 2005, 5:55 AM
This happened with v0.9.29, I got no message at all after clicking on Load 3d file and choosing a file. However if I click on Object wizard instead then I do get the "Finished reading obj file" message. Later I tried MTS2 v0.9.46 and none of the buttons is grayed out in this version, but when I click on them there's also no message telling me if the file was read successfully, on clicking Save file I get a message saying File saved. I replaced the Geometric data container in my edited mesh file with the resulting simpe file from MTS2, and then opened up Bodyshop, the mesh looks totally unchanged, I repeated all the steps in the tutorial several times and still can't get the new mesh to show up. I think MTS2 simply did not convert my OBJ file successfully, while it seemed to have worked for lots of people here :(
I am also using the v0.9.29.
My sugestion was, to check if this is comming from the contain of your obj file, to try to load in MTS2 the file exported by SimPe without modification and check if you have thye popup windw.
What kind of modeler do you use ?
I, I have tryed with Wings3D and Blender.
There is no problems during the tuto except that I have to load the file in notepad to change the o bottom|body|top line to gbottom|body|top and of course excep^t also that the result is a modified mesh but not exactly the one that I want.
I have made my test with a bottom.
But for me the tuto is Ok.
Jpaul
tomorrow
3rd Mar 2005, 10:00 AM
now, I had a wierd prob, really:
I did everything allright through the tutorial, but since the start (since the first time you say to check the thing in bodyshop) the picture in Bodyshop was allright but the cloth as shown was completely different! it was a red top with whitish trousers (and I had chosen a formal gown)!
hah, that's so random it had me laughing! :D
I'm having the same problem. I followed the tutorial EXACTLY, but all I get in BodyShop is the red shirt and white pants. I have no idea what to do. :(
tomorrow
3rd Mar 2005, 10:34 AM
I'm having the same problem. I followed the tutorial EXACTLY, but all I get in BodyShop is the red shirt and white pants. I have no idea what to do. :(
Using SimPe 0.15 fixed that. Now it's using the new mesh,but it's screwed up. Oh well, a different problem, at least.
SharonQ27
3rd Mar 2005, 10:49 AM
I'm also having this problem with the latest version of SimPE.
This is the first time I've had this problem--and it's only occurred since updating to the more recent version of the program (version 0.22).
Instead of showing the formal gown I'd chosen to edit (the loose gown), Bodyshop showed another formal gown (the tight one with shoes showing). I'm completely clueless as how to proceed here. Does anyone have any idea what the problem might be?
I get the very same thing happening I choose the loose formal gown and all I see after step 25 is the tight gown witrhh shoes showing.
crechebaby
3rd Mar 2005, 12:48 PM
sharon,
I uninstalled SimPE 0.23 and went back to the SimPE download page and downloaded SimPE 0.15 (it's in .rar format, instead of a self-installing EXE.. just extract everything into your *empty* SimPE folder).
Problem fixed! I'm now able to mesh as usual, and will continue to use this version until the updated version has been fixed.
crechebaby
3rd Mar 2005, 12:53 PM
oh, by the way. I adore your site :) and I especially like your latest update. who knew elderly men could be so stylish?? :D
SharonQ27
3rd Mar 2005, 4:43 PM
Ooh! thanks crechbaby I will go get the older version on simPE later and hoefully I'll be able to learn a bit about meshing.
Aner-Dyfan
3rd Mar 2005, 5:30 PM
WOOHOO!!!!
I've got it working! You need SimPE 1.5. Get is in the 'outdated' section of the site. Do everything in the tutorial, and then in order to view the model properly at (20) you need to move the mesh_* file into the savedsims directory. Move it out when you move onto the next step and edit the mesh.
SimPE 2.2 does not work. I said that 1.5 doesn't work ealier but thats because I didn't move the mesh. Do'h.
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