28th Jul 2012, 2:58 AM
So I'm using the sims resource workshop. I can export a mesh and open it in milkshape. Then I edit it in milkshape, but when I try to import it back int TSRW I get this message:
" Item has already been added. Key in dictionary: 'group_base' Key being added 'group_base' "
I'm new to this, excuse me if it's a stupid question, but what the heck am I doing wrong? :!:
28th Jul 2012, 7:16 AM
>>So I'm using the sims resource workshop. I can export a mesh and open it in milkshape. Then I edit it in milkshape, but when I try to import it back int TSRW I get this message: " Item has already been added. Key in dictionary: 'group_base' Key being added 'group_base' " I'm new to this, excuse me if it's a stupid question, but what the heck am I doing wrong?<<
So, I am a beginning mesher too, and I also use TSRW sometimes. Since no one else has yet responded, I'll try my best. :)
From what you wrote, it sounds like you haven't read the TSRW tutorials yet. If you haven't read them, and I will provide links, I highly recommend them. While they are a bit confusing at times, they will walk you through the process, more or less. So, follow Apple's A to Z guide referring as indicated to Riccinumbers' and Cyclonesue's guides.
Basically, every mesh must be linked to or cloned from an EA mesh. You link your mesh's "bone" (also called the joint) to the EA bone/joint. You must do that in a certain way, or it won't work. Now this is really important: Once you start a project in TSRW, and export its mesh, and change it, the exported mesh is no longer an EA mesh, it is a new mesh, as far as TSRW is concerned, and it loses its bone through all the exporting and mapping processes, usually. So you have to relink.
Here's how you do it, in a sweeping view: When you are all finished with UV mapping and texturing (your multiplier, specular, overlay, if any, and mask), the very last thing you do is Save, then export the file as a .obj or a .wso. Close Milkshape. Open Milkshape. Go back to TSRW and export a fresh copy of the EA mesh. (It will have the needed bone.) Import into Milkshape. You import your mesh, the one you've been fiddling with, again. You MUST do it in this order.
Delete the main object EA mesh(es), noting before you do the group numbers and exactly what they are named, usually Group 0, Group 1, Group 2, etc, if there are that many. Sometimes there is just one group. Then you delete the main EA mesh, retaining the shadow mesh, if there is one. Fix the shadow, because it will become your object's shadow. Make smoothing groups, weld your vertices, and smooth the mesh. Then, make your mesh groups match the original groups exactly and in order. Then you assign the bone, save, and export. Finally, you are ready to import back into TSRW.
The tutorials explain it all in detail, but there's the quick overview.
It really is rather mind boggling at first, but if you stick with it, it will become clearer.
Hope I didn't make things worse!
28th Jul 2012, 11:34 AM
the error doesn't make sence to me, export/import shouldn't throw errors unless mesh groupnames are changed.
Can you export and import the meshfile without editing it?
28th Jul 2012, 1:05 PM
Is this clothing or an object? The meshgroup name 'group_base' is for clothing. The process Kithri describes looks like it's for objects. I'd suspect you have two meshparts named 'group_base'.
28th Jul 2012, 1:34 PM
Yes, I was describing the process for objects. I keep forgetting about clothes, lol.
Sigh, so probably ignore what I said, leise.
vBulletin v3.0.14, Copyright ©2000-2013, Jelsoft Enterprises Ltd.