Tutorial, Rigging from scratch
This is a tutorial wich explains a easy way to (re)assigne the boneassignements on a sims 2 mesh.
Wat you need?
*Unimesh sims 2 plugin for Milkshape(
http://www.modthesims.info/showthread.php?t=122399)
*TSRW for sims 3(
http://www.thesimsresource.com/workshop)
After installing TSRW go to its installation directory and copy the 2 milkshape plugins located in the extra's folder(msTSRWorkshopExport.dll and msTSRWorkshopImport.dll)
Past these 2 in your Milkshape installation folder.(When done you can uninstall slim DX and TSRW if you like)
Note, you dont have to install TSRW if you either do not want to or just can't.
You also can:
Unpack the ZIP, then unpack the EXE.
Look for the 2 following files:
msTSRWorkshopImport.
msTSRWorkshopExport.
*Cmar's Toolkit for sims 3(
http://www.modthesims.info/d/481950)
-After creating your new ''frenkensteined'' mesh go to the groupstab and rename the top, bottom or body to
group_base
-Export the mesh as WSO file(export/TSRW Object)
Now go look for a existing mesh that has a similar shape to the mesh you created,
the more closer that shape is the better the new assignements will be!
(Browse the outfits in bodyshop, clone one that comes closest, make a meshfile and extract its gmdc)
-Import that original mesh in Milkshape and click
yes on the quistion''some skinweights do not total 100%, Do you want these corrected?''
-Rename the meshgroup to group_base
-Export the mesh as WSO file(name it referencemesh or something like that)
Open up Toolkit:
-Go to autotools for WSO tab
-in the auto assign bones tab you select your frenkensteined mesh in the
''WSO mesh to modify'' box
-load the reference mesh in the 2nd box
Leave the settings as they are(interpolation and replace all boneassignements ticked).
Save your file
-Start new in Milkshape and import the reference mesh with the unimesh importer
-Import the just saved file from Toolkit under import/TSRW Object.(do NOT import additional joints)
-Fix the meshgroupname(set it back to body, bottom or top)
-Fix the meshcomments
-Delete the reference mesh and export your new mesh with the Unimesh exporter.
NOTE,
After testing this a bit more we had a small bug wich assignes 90% of the mesh to the auskel joint,
Vertice with Auskel Assignements(1 to 4%) can cause deformations.
You can check this when hitting the anim button in Milkshape, alot of verts will drop a little.
To fix this you need to kill the auskel assignements:
-Import the mesh you just created.(as unimesh mesh)
-double click the auskel joint listed in the joint tab, then rename it(any name will do, i used 123456)
-You export as half life smd(reference and boneweights ticked)
-start new and import the reference mesh
-Import the smd file with skeleton and faces ticked(this can take a moment) under half life SMD import
-When hitting the anim button the vertice no longer drops(when done correct)
-Rename the meshgroup to body
-Fix the comments
-Delete the reference mesh
-Export as Unimesh
You can always have a look in Milkshape how the meshparts bend:
Enable ANIM(Window/Show keyframer)
Unhide skeleton from the joint tab
Hit ANIM, bottom right
select(tick joints in select options)
select a joint and choose rotate
Or load a animation file, here are a few:
http://www.insimenator.org/index.php/topic,74621.0.html
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Morphs:
You can use the same process to create the fat and pregnant morph, toolkit can copy morphs aswell.
Create a reference mesh and rename the normal mesh and morphs:
group_base
group_fat
group_special (wich is the pregnant morph)
Export as WSO
On your custom rename the normal mesh to
group_base
Export as WSO
Open up Toolkit and under ''auto tools for WSO''/''Auto create morphs'' you can import both files.
When done import the file as WSO in MS, fix the names and comments and export as unimesh.