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Bobcatben
12th Sep 2007, 4:19 PM
let me just get this out of the way that i'am not a very creative person,
so there wont be alot of filler text, just the steps.

today i will be showing you how to edit a body mesh in blender, and link it.
you will need the newest simpe, blender, and my smd import/export script (http://modthesims2.com/member/showthread.php?t=246658).


here goes nothing... be gentle as it is my first tutorial.

1. export then import in body shop the clothing you want to base your mesh on as if you were just recoloring some clothing.
http://thumbs.modthesims2.com/getimage.php?file=619277

2. move the new package from savedsims to someplace safe, i made a folder on my desktop.
http://thumbs.modthesims2.com/getimage.php?file=619282

3. open simpe, create a new package, and click Tools/PJSE/Body Mesh Tool/Extracting stage.
http://thumbs.modthesims2.com/getimage.php?file=619278

4. click browse.
http://thumbs.modthesims2.com/getimage.php?file=619279

5. select the package from body shop.
http://thumbs.modthesims2.com/getimage.php?file=619280

6. you should end up with these 4 files in your new package.
http://thumbs.modthesims2.com/getimage.php?file=619281

7. click Tools/Object Tools/ Fix Integrity.
http://thumbs.modthesims2.com/getimage.php?file=619284

8. put a name for your mesh in the box, click update, then ok.
http://thumbs.modthesims2.com/getimage.php?file=619283

9. save your new mesh package(put "mesh" before the name so you know which it is and is easier to find.)
http://thumbs.modthesims2.com/getimage.php?file=619291

10. open your body shop package in simpe.
http://thumbs.modthesims2.com/getimage.php?file=619290

11. select the 3IDR file for the recolor.
http://thumbs.modthesims2.com/getimage.php?file=619298

12. click Tools/PJSE/Body Mesh Tool/Linking stage.
http://thumbs.modthesims2.com/getimage.php?file=619285

13. click ok.
http://thumbs.modthesims2.com/getimage.php?file=619286

14. select your mesh package.
http://thumbs.modthesims2.com/getimage.php?file=619287

15. click ok.
http://thumbs.modthesims2.com/getimage.php?file=619288

16. do what it said and goto another file in the package without committing.
http://thumbs.modthesims2.com/getimage.php?file=619289

17. now save the body shop package.

18. now open the mesh package back up in simpe, and select the gmdc file, and click export.
http://thumbs.modthesims2.com/getimage.php?file=619300

19. now select .smd as the file format, and hit enter.
http://thumbs.modthesims2.com/getimage.php?file=619301

20. it will ask if you want to export morph meshes, but we wont be doing that right now as iam showing how to do a simple edit.
http://thumbs.modthesims2.com/getimage.php?file=619302

Next, the blender side of things.

1. delete the default cube by hitting delete and enter as soon as you enter blender.
http://thumbs.modthesims2.com/getimage.php?file=619309

2. click File/Import/Sims 2 smd file
http://thumbs.modthesims2.com/getimage.php?file=619310

3. select the smd file you saved from simpe, hit enter, it will pop up a box asking what you want to import, we want it all, so click ok or hit enter again.
http://thumbs.modthesims2.com/getimage.php?file=619311

4. zoom down in on the model with the mouse wheel, and right click the sim's body to select it(both the body and bones are selected initially), hit tab to switch to edit mode, and select these vertices's by hitting a to deselect all, then hitting b and drawing a box around them.
http://thumbs.modthesims2.com/getimage.php?file=619312

now heres where you do the editing, i couldn't think of anything to edit so iam going to give the sim popeye arms. lol
it is possible with smds and blender to make entirely new vertices's or get rid of them(i made a sim made of cubes as a test when i made the exporter), but iam trying to keep the tutorial simple.

5. hit S to scale them, and hold control so you get nice even scale amounts(1.2 vs 1.15599546 etc), and move the mouse till you get 1.3 scale.
http://thumbs.modthesims2.com/getimage.php?file=619313]

6. repeat on the other arm. you should end up with something like this.
[IMG]http://thumbs.modthesims2.com/getimage.php?file=619314

7. now click File/Export/Sims 2 smd file, but make sure there are no quads, or simpe will error, you can hit ctrl+t in edit mode with the mesh selected to convert any quads to triangles.
http://thumbs.modthesims2.com/getimage.php?file=619315

8. name the new smd, and click export.
http://thumbs.modthesims2.com/getimage.php?file=619316

9. back into the mesh package in simpe... while still on the gmdc, click import this time.
http://thumbs.modthesims2.com/getimage.php?file=619303

10. select the newly exporter smd.
http://thumbs.modthesims2.com/getimage.php?file=619304

11. this is where you would specify the new morph meshes too, but trying to be simple we didn't do that this time.
http://thumbs.modthesims2.com/getimage.php?file=619305

12. select replace from the menu, and click ok.
http://thumbs.modthesims2.com/getimage.php?file=619306

13. click preview, if all went well you should see the changes.
(note the weird dark spots on the sleeves and bottom of the shirt are from a error in the importer that has been fixed)
http://thumbs.modthesims2.com/getimage.php?file=619307

14. now copy the bodyshop package, and the mesh package to the downloads folder(i made a folder for them so i knew where they were, to many downloads... lol)
http://thumbs.modthesims2.com/getimage.php?file=619308

15. at this point, make sure you Moved the body shop package from the savedsims folder and not copied it as i did while writing this(pulled my hair out trying to figure out why my new mesh didnt show up in bodyshop)

16. your done!
http://thumbs.modthesims2.com/getimage.php?file=619317
(note the weird dark spots on the sleeves and bottom of the shirt are from a error in the importer that has been fixed)

Nouk
12th Sep 2007, 6:50 PM
I'm loving this! Thank you so very much! Now people who can't buy Milskhape can mesh anyway :D

I see the new mesh has some shading along the hem and the sleeve... is it always like that? Does Blender have a tool to fix it?

Bobcatben
12th Sep 2007, 11:12 PM
ingame or in the simpe preview?

tiggerypum
13th Sep 2007, 1:34 AM
Ben, it appears there is a 'normals' issue going on with the hems. That's making the black shading on the hems - and it will appear in game also.

Can you get blender to show the normals (maybe called smoothing) ? It looks like a bit more work/research is needed for body meshes to come in and out normally. But you're so close!

In milkshape - there are smoothing groups. If that part can be worked out so that folks have instructions for what to do to fix it, you'll have a total win.

Bobcatben
13th Sep 2007, 2:50 AM
fixed it, because the importer wasn't importing normals it was merging 2 vertices on the same spot and ignoring the fact they had different normals, and it wasn't possible for the vertex on the edge of the sleeve to have its normal pointing both for the inside of the sleeve and the outside at once, thus making the problem.

so i updated the importer so it looks at the normals when processing, so there will be some duplicates in places like the sleeves and bottom of the shirt. but it shouldn't hurt. seeing as in smds every faces vertices are duplicates... lol

tiggerypum
14th Sep 2007, 8:48 PM
Ben, great! The meshes definitely had seams along some of the hems. They also had seams running along the side (the uvmapping is different for those places). How are you handling the uvmapping, if I may ask? Can the mapping be adjusted in blender if the mesh shape is changed?

Bobcatben
14th Sep 2007, 9:03 PM
i just input the uvcoords on a face by face basis in the script, if you mean some automatic way im not sure, i am pretty bad at texturing personally lol.

every face in a smd is 3 lines, separated by a texture name(always map.bmp for sims 2)

each line is a vertex, which has...

<the bone id it belongs to, always 0 for sims 2> <x> <y> <z> <normal x> <normal y> <normal z> <u> <v> <number of bone influences> <bone id> <weight> the last 2 repeat for each bone influence.

in the script i process the list and make 2 unique lists(cant contain any doubles, if you input a double it returns the existing id)

1 of vertex/normals, 1 of texture coords

i make a list of faces at the same time, then dump all the data into blender,
by dumping the vertex/normal list in.
then going threw the list of faces and telling blender which vertices's compose the face, then setting its UV coordinates.

tiggerypum
15th Sep 2007, 12:51 AM
Ben, if it's face by face, then I guess the uvmapping sounds good. (Personally I do not know a lot about the guts of the files, although I know some of how the meshes themselves are constructed) As the issue of the normals and hems came up, that was why I asked. Hopefully someone will be able to give this a good workout now. :)

PS - now that things are looking good, I've moved this to the tutorials area, and I'm the first to click the thanks button, out of general appreciation :up: :up:

Bobcatben
15th Sep 2007, 1:30 AM
thanks, i didn't know if sims used face uv or vertex uv so i did the uvs on a face by face basis.

i do want to make support for morphs but blender as it is now has no python interface for inputing shape key data(blenders term for morphs), i can get the data tho, so i may make support for morphs in the exporter.

tiggerypum
15th Sep 2007, 11:11 AM
Ben, morphs are already supported by the smd import/export. All a person has to do is say to export with morphs checkmarked, and then import again.

Then they need to make appropriate duplicates of their meshes and save them out as the matching smds (after adjusting the shape for the morph). You should try a simple test (making sure to say pull a vertex to on a morph just so it's really obvious) and then try to import both meshes and see if it works.

Bobcatben
15th Sep 2007, 5:39 PM
i know, what i meant is supported like simpe supports them internally, where they are actual morphs, then exported as separate smds, but its not really important

Nelde
19th Sep 2007, 8:44 PM
i made a new mesh and weightpainted it (which was hard as hell). but now i'm always getting an error that says" 'NoneType' object has no attribute 'id' ".

do you know what i could have made wrong?

Bobcatben
20th Sep 2007, 4:41 AM
what line in the export script crashed? the only id related code in it deals with bones, perhaps something is odd with them?

Nelde
20th Sep 2007, 10:06 AM
Well I accidentally moved them around and couldn't undo it, so I placed them somewhere near where they were. shouldn't I have done that? if yes, does that mean that I have to do all the weightpainting again?

Bobcatben
20th Sep 2007, 2:52 PM
no, moving them shouldn't hurt, as simpe ignores the bone locations on import(at least on sim bodies), they are just needed for the proper bone weight id's.

maybe email me the .blend(ill pm you my email if you decide to.) and ill take a look.

Bobcatben
20th Sep 2007, 9:02 PM
ah, you had a vertex group named "group" with no bone with a matching name, i updated the exporter to check for that now.

Nelde
20th Sep 2007, 9:42 PM
ah, okay... i don't know what this means, but thanks anyways! now it is working :anime:

Bobcatben
20th Sep 2007, 10:31 PM
the script was crashing because there was a vertex group(bone influences use vertex groups named after the bone thats doing the influencing) without a matching bone, so i updated the script to just ignore vertex groups that don't have a matching bone.

Nelde
21st Sep 2007, 4:54 PM
sorry if i'm bothering you, but i'm still having problems...
i was able to export my mesh as a .smd file.
when i tried to import it with 3 bones per vertex, simpe reportet: "Index was out of range. Must be non-negative and less than the size of the collection.
"
so i just importet it with 1 bone per vertex and it showed up perfectly in the preview.
but in bodyshop, the icon is empty and when clicked there's only a floating head without a body.
i'm pretty sure that i followed your tutorial correctly, i did it twice.

Bobcatben
21st Sep 2007, 5:04 PM
the blend you sent me for the first problem uses anywhere from 4 to 6 bones per vertex in some places.

Nelde
21st Sep 2007, 5:19 PM
so what do i have to do? redoing weightpainting?

Bobcatben
21st Sep 2007, 6:06 PM
id hate to say to since i know its hard, i would just manually set vertices's in vertex groups then weight paint to fine tune the balance, not adding any more bones just tuning.

Nelde
21st Sep 2007, 7:04 PM
ok, thanks. and how exactly do i manually set vertices's in vertex groups? i'm a noob in everything that goes over the standard tools in blender...

Bobcatben
21st Sep 2007, 8:06 PM
http://wiki.blender.org/index.php/Manual/Vertex_Groups

Nelde
3rd Oct 2007, 8:22 PM
it still doesn't work. i'm simply too stupid for this...
i started a new project (with less vertices) but the mesh still doesn't show up in bodyshop or the game.
would it be asked too much if i could send you my .blend file and you would tell me what i made wrong?

Bobcatben
3rd Oct 2007, 10:49 PM
sure, ill take a look at it.

AlloSim
5th Oct 2007, 6:57 PM
Hi,
I think I followed your tutorial correctly (and I made a lump in the trousers) but it isn't showing up in bodyshop. :( Do you know why not?
Thanks :bunny:

Bobcatben
6th Oct 2007, 12:26 AM
could be lots of things(ive been updating the exporter as people find things that can go wrong so its not all bad news lol) you can email me the blend and ill see whats up if you want(pm me if you decide to, ill pm my email).

AlloSim
6th Oct 2007, 12:22 PM
Thanks, that's great.

slayers_next
13th Oct 2007, 1:04 PM
Hi. One question.
With this method is posible add new vertes to the mesh? or only modify the existing vertexs? I mean if I can import a .smd MAXIS hair to blender (with that skeleton), then Import my custom hair (in 3DS or .OBJ), delete the MAXIS model and conservate my Custom hair model instead with that skeleton, import in SIMPE like a .smd file and ingame, the hair have "animation" ( I mean hair move with head)??? Thanks

Bobcatben
13th Oct 2007, 3:50 PM
yes, the only thing that would need to be done would be to parent the new mesh to the skeleton and weight the vertices to the bones.

slayers_next
13th Oct 2007, 5:41 PM
Oh thanks fot the answer, Bobcatben. Is here a Tutorial (or omewhere) which teach me to how do it?? I don't know which word use to search....
Thanks

Bobcatben
13th Oct 2007, 7:57 PM
well, parenting is done by selecting the mesh, then the armature, and hitting ctrl+P, and clicking armature, then name groups.

as for the actual process of weighting them, thats called rigging, and its something ive been trying to teach myself how todo for the past few days.

theres basically 2 ways, 1 is to select the vertices you want to be controlled by a specific bone then adding them to that bones vertex group, or doing weight painting, which i think there is a few tutorials around for.

try blenderguide.com and search for "weight paint" and the third result might help.

techninja
11th Dec 2007, 10:01 PM
what do i do with the smd import/export script... can't find the right place -_-

techninja
11th Dec 2007, 10:05 PM
omg nvm i suck -_- I thought i downloaded it, but i got yours confused with som1 elses... god urs is easy ^^ tnx anyways

onald70
9th Jan 2008, 6:36 AM
im using version 2.43, wondering cause i had a pop up say this script might not work with this version. well 2.45 seems ok.....

also to anyone has worked with this in blender, when you pose your sims mesh to test it to see if its going to move right in game, does the mesh bend showing the working weighted verts in action, or fold like in milkshape?
asking cause i was sick of milkshape not showing me the weighted verts right and the other way is to run the game to see if all my work payed off.
ive worked with other things in blender and it shows weighted verts in action.

edited: well if anyone wants to know what i just asked, yes you can see the weighted verts in action in blender, so to me blender is much better for weighting, but milkshapes has some plug-ins that are most helpfull and needed for advanced sims modders.

QTValeria
19th Feb 2008, 8:43 AM
How do you make hair mesh with blender?

QTValeria
19th Feb 2008, 4:26 PM
Thank you so much! I noly know how to do clothes, but how do you do hair?

Bobcatben
21st Feb 2008, 3:47 PM
I haven't tried yet but i'am sure its possible, Perhaps look at tutorials for other programs for doing hair to get a lead on how todo it in blender too.

redballoon
22nd Feb 2008, 10:45 PM
Thank you so much for this tutorial, I was hoping not to have to resort to using milkshape as I'm already more experinced at blender and I find it so much easier :)

I had a stab at doing a hair mesh, it showed up fine on the simPe preview, but in my first attempt nothing changed and in the second the hair moved down into the middle of the face. Any ideas? Would the method be completely different to body meshes? thank you again!

Edit - I was fiddling and I made it work... but I cant work out how I made it work! :s

poifectly_poiple
22nd Feb 2008, 11:03 PM
I'm having a problem adding new vertices to a top mesh. Everytime I export then reimport the mesh, the vertices I added are where they're supposed to be, but the faces are connecting the wrong vertices together! I've uploaded a picture for more clarity.

redballoon
23rd Feb 2008, 12:26 PM
poifectly_poiple, did you assign your new verticies to bones? that could be the reason, though its just a guess.

poifectly_poiple
23rd Feb 2008, 10:13 PM
I checked if they were assigned, and for one reason or another, they assigned themselves to the pelvis bone, which is the bone the vertices above them are assigned to.

EDIT: The model imports to SimPE as a perfectly normal, non-asplodey mesh. The weirdness only occurs when I import the smd I exported without importing to SimPE first. (I hope that made sense)

twisted_animator
19th Mar 2008, 11:17 AM
this is great, so much better to work in blender then milkshapes,
thank you very much......

TenshiiAkari12
23rd Mar 2008, 12:53 AM
:) Thank you for making the script and tutorial, Bobcatben. I was able to make a successful test with a normal Bodyshop clothing mesh for the very first time. (especially after realizing why I couldn't figure out how to find the SMD importing function in blender. I neglected to download the script that was linked. :rofl: )

So I tried something else: to see if I could make a slight edit to BlooM's infant onesie override to see what would happen... and I think I messed up on the lines of the vertex groups and the UV map of the mesh. :( (the modified mesh imported into the GMDC as it was supposed to, but when I tried it out in-game, it was just a floating body with "snowflakes" as the texture on the mesh. :blink: )

I feel like a complete dope for asking this... but is it possible to copy the shape of one mesh and have it converted to an untouched copy of the original smd import? And if it is, is it possible to maintain the bone assignments and UV maps of the "original" copy while doing so?

If that's not possible, would you be so kind as to point me out to where can I find a very detailed, step-by-step process of assigning vertex groups using Blender? Most of what I looked up on the web is daunting and hard to grasp, as they're more like "overviews" or "descriptions" than instructions... not to mention the "weight painting" part is still something I need to figure out. For someone like me, it's truly confusing when you can't find something available that's easy to follow and understand. :(

Bobcatben
24th Mar 2008, 3:44 PM
I'am not sure what you mean but, you can get another copy of the mesh into blender by duplicating the original one. as for bone weighting that part im still struggling with myself, the next version of blender is gonna have a automatic bone weighting function that will make things a whole lot easier tho, at the moment i just select vertices, and click the assign button with the right vertex group selected, then fine tune it with weight painting.

TenshiiAkari12
25th Mar 2008, 4:00 AM
Thanks for the quick reply. ;) What I meant was if I had already edited the mesh to the shape I wanted (that has no skeleton due to human error), is there was any way to apply the same shape it has to an untouched copy, and still keep all the properties of the untouched mesh (mainly UV mapping and vertex groups) the same... like "copy-paste" or something like that.

I thought I found something similar to that while messing around two days ago, but I haven't been able to figure out which option I chose... either way, it copied over everything from the edited mesh (including all of the things I didn't want to carry over to the untouched copy, which was my messed-up UV map and unassigned vertex groups). Hopefully I'm not making this too confusing. :lol:

But either way, I did finally get the groups assigned correctly, and it's being animated as it should. :D Now all I have to do is figure out what I did wrong with the UV map to it...

Bobcatben
25th Mar 2008, 4:03 AM
I don't think there's a way to copy the bone weights from 1 mesh to another(at least that i know of) as for uv maps, if you edited a existing mesh you imported it'll already have the uv maps for the old vertices.

TenshiiAkari12
25th Mar 2008, 8:57 AM
One more question, and I'll quit pestering you. ;)

I tend to keep on getting what's in the attached image, because the mesh I did was accidentally imported into Blender as an .obj file instead of an .smd file at first, but I was still able to link it to a skeleton correctly... but I'm trying to figure out what the heck I keep on doing wrong with fixing this UV map to take on the original/untouched mesh's UV map instead of its own crapped-up one when I link the original to take on the shape below, and so far I'm not having much luck in finding a way to do that... :rolleyes:

I guess it might be one of those things where I'd have to start all over from the beginning, huh? Leave it to me to make a stupid n00b error like that... :blink:

Bobcatben
25th Mar 2008, 10:18 PM
Looks kinda like it has no uv map, like every triangle has the default uv coordinates.

sparky
31st Jul 2008, 5:42 PM
When I get load it up into blender and zoom in, I press a and the pink spots turn yellow and I press b to draw a box around them but nothing happens...

I don't have loads of little dots like in the screen cap...what I have are more like pegs...

This is my first time using Blender and my first attempt at meshing :blink:

I'm so confused! :( :help: :help:

sparky
31st Jul 2008, 5:54 PM
When I import the smd file into Blender and I zoom in, I press a and the pink bits turn yellow and I press b which makes a box but it doesn't do anything. It doesn't select anything.

I don't have loads of pink dots like in your screen cap...what I have are more like pegs :|

This is my first time using Blender and my first time meshing...

I'm so confused! :( :help: :help:


EDIT: Sorry! I accidentally posted twice! :rolleyes: I didn't think it went the first time...

kdw1979
2nd Sep 2008, 4:38 AM
I've seen this before and used it too.
Now if only there was a Blender tutorial for Hair Meshing.

That would make my day.

TenshiiAkari12
21st Sep 2008, 5:55 AM
When I get load it up into blender and zoom in, I press a and the pink spots turn yellow and I press b to draw a box around them but nothing happens...

I don't have loads of little dots like in the screen cap...what I have are more like pegs...

This is my first time using Blender and my first attempt at meshing :blink:

I'm so confused! :( :help: :help:

I know your post is a few months old now, but just in case you still haven't been able to figure it out yet: You have the skeleton selected, and not the actual body mesh. Go back into Object Mode, and right-click on the body... then go into Edit Mode, and you should be where you need to be. ;)

lilys
23rd Sep 2008, 9:56 AM
Hi,

I have blender but i havent got a script file in the blender file to put the imp and export smd file.Help please...thanks

carenrose
2nd Nov 2008, 11:03 PM
Alright, I have a question :D

I know you can't use UVmapper for clothing meshes. So how/can you edit the UV map with blender?

Or, alternatively, what *should* I use to do that?

Another question, hopefully I don't sound too stupid here. ;)

Let's say I'm editing some pants, and I want to add a random box on, like the left leg. (No, I'm not actually doing that.) What do I need to do to that box to make sure it is assigned correctly to the bones it need to be assigned to? (And anything else I may be missing but still need to do.)

And then, let's say I already *have* a random box mesh in my game, that I'd like to use to attach to that left leg. Could I somehow export that box as an smd, then tack it onto the pants?

(Yes, I know that sounds stupid, but I'm using the box example for simplicity's sake, I haven't planned exactly what I want to do for real, just a few ideas. I just want to know if it's possible first.)

NiniveKha
24th Jan 2009, 6:59 PM
I have blender but i havent got a script file in the blender file to put the imp and export smd file.Help please...thanks
Hi, you can find the import/expor scripts here: http://nene.modthesims2.com/download.php?p&t=246658
You should copy them in the .blender/scripts/ folder of your blender folder (default is c:/program files/blender/.blender/scripts/).

I know you can't use UVmapper for clothing meshes. So how/can you edit the UV map with blender?
You can unwrap the mesh using Blender, here the Wiki Blender Manual about it: http://wiki.blender.org/index.php/Manual/Unwrapping_a_Mesh


Let's say I'm editing some pants, and I want to add a random box on, like the left leg. (No, I'm not actually doing that.) What do I need to do to that box to make sure it is assigned correctly to the bones it need to be assigned to? (And anything else I may be missing but still need to do.) And you can add any mesh to another and make it work in the Sims game.The first thing you would need to do is import your body mesh in Blender, then import the other mesh (without the skeleton) you want to join with the body mesh, or create a new mesh in Blender (a box perhaps). Now you need join the new mesh with the body one (select the new mesh, press shift button while selecting the body mesh and press CTRL+J buttons). You can assign the new mesh's vertices to a bone using the weight paint mode or selecting the new vertices and adding them to a bone Vertex group.

hope that helps!

Lonelyeco
19th Feb 2009, 9:47 AM
It's not working for me. When I try to import or export in SimPE, under file type .smd doesn't appear. I'm running SimPE under localmode because it won't work any other way.

kqt
21st Feb 2009, 1:15 AM
Hi, I'm trying to import my smd file into blender. I thought i followed this tutorial correctly, but in blender when i click file/import 'Sims 2 smd file' isn't available to click on. So i'm wondering what i did wrong and how do i get my mesh if 'sims 2 smd file' isn't in the import area of blender?


Ok i figured it out, i'm dumb lol. I didn't install the import export smd file properly.

Proxian_girl
22nd Mar 2009, 8:58 AM
I've got the same issue as Lonelyeco: the new version of SimPE doesn't seem to have the SMD exporter plugin. Any ideas where to get that separately, or should I take this up with the SimPE website?

ETA: Lonelyeco, I've found the answer to our problems in the SimPE site's forums; the Skankyboy 3D export plugins were omitted from the newest version by mistake. We can either c/p the dll files from version 0.68 (we are allowed, but only those files!), or just run version 0.68 and lose the Apartment Life stuff.

ETA x2: Here's the thread in question. http://simpeforum.ambertation.de/sims2/New-Simpe-Apartment-dont-appear-3D-Studio-for-import-mesh

timtim
18th Apr 2009, 1:54 PM
Hi, evrything was going fine as i was doing your tutorial, until step 19 when the .smd file format didn't show up! i have definately downoaded your smd importer and exporter as they show up on blender but why doesnt it show up on the "save as type"?? please reply, thanks :anime:
oh yeah - just realised i have the same problem as proxian girl and lonyeco.

Lonelyeco
18th May 2009, 2:23 PM
I've got the same issue as Lonelyeco: the new version of SimPE doesn't seem to have the SMD exporter plugin. Any ideas where to get that separately, or should I take this up with the SimPE website?

ETA: Lonelyeco, I've found the answer to our problems in the SimPE site's forums; the Skankyboy 3D export plugins were omitted from the newest version by mistake. We can either c/p the dll files from version 0.68 (we are allowed, but only those files!), or just run version 0.68 and lose the Apartment Life stuff.

ETA x2: Here's the thread in question. http://simpeforum.ambertation.de/sims2/New-Simpe-Apartment-dont-appear-3D-Studio-for-import-mesh

Thank you so much Proxian_girl. This has helped me so much.

neonal18
2nd Jun 2009, 7:24 PM
Hi, I'm new here and just recently got Sims 2. I have a question about exporting the GMDC: when I click on it in SimPE, a window pops up that says "Warning: You need to install MANAGED DirectX," and the panel with the object doesn't show up, nor does the export button. Could someone help with the link for the thing I need to download?

mini_louis
10th Jun 2009, 9:22 PM
Hi, theproblem I'm having is close to that of kqt,but I know I have installed it correctly but it shows no imports at all in blender. As normal just go in to file, import,but then all it says is Vrml 1.0 dxf and stl. Is this normal? Is there something I missed? I thought I got all of the instrucions. Please help.

GuardStud08
17th Jul 2009, 4:54 AM
I am having a problem. When I click browse to add the file I get the following:

"Not all parts could be found for mesh: afbodydressfloral_bluefloral"

Step 4 btw

smossie
16th Aug 2009, 6:02 PM
I was actually able to finish everything but I went into bodyshop and the mesh wasn't showing. I moved the bodyshop package from the savedsims folder like you said into the downloads folder. I committed the changes in simPE, was i supposed to do that?

Edit: I figured it out. The only thing though is I'm not sure how I did it.

Edit: I tried it a second time and it worked. I wonder what I did wrong the first time. I think I messed up when I was importing the new mesh.

QTValeria
24th Aug 2009, 10:42 PM
Hi, I'm new here and just recently got Sims 2. I have a question about exporting the GMDC: when I click on it in SimPE, a window pops up that says "Warning: You need to install MANAGED DirectX," and the panel with the object doesn't show up, nor does the export button. Could someone help with the link for the thing I need to download?

I'm having the same problem, and i downloaded the latest directX but nothing happened, at step 18 is where it popped up. Could we get a link or something? :help:

Iloren
20th Feb 2010, 8:39 PM
Hi, I've opened blender and in the import menu, theres no drop down for importing sims 2 smd files... is there any way to correct this?

kdw1979
9th Mar 2010, 4:33 AM
I know how to do all this but I would like to know how to combine mesh parts with blender. I read it somewhere once before, but that so long ago. If you know, then please...let me know.

kdw1979
9th Mar 2010, 4:37 AM
I know how to do all this but I would like to know how to combine mesh parts with blender. I read it somewhere once before, but that so long ago. If you know, then please...let me know.

mepwn
14th Mar 2010, 5:24 PM
thanks now i can finally mesh without bothering my milkshape trial will run out
thank you very much

mepwn
14th Mar 2010, 5:24 PM
thanks now i can finally mesh without bothering my milkshape trial will run out

thank you very much

mepwn
14th Mar 2010, 6:12 PM
ok just 1 question, how can you add vertices because if you add them they are not assigned.

Jmichael11
16th Apr 2010, 12:00 AM
This has been the BEST tutorial I've ever found. Thanks for all your hard work. A few moments ago, I've been going crazy trying to figure out how to make my mesh show up in Bodyshop after editing it in Blender. I like you style of tutorial. Very simple and clear. :up:

Daijuichi
16th Dec 2010, 10:25 PM
Having this fail twice then finally work out (I think my mistake was the same reason you wrote step 15 which I must have skipped over the first few times), the joy must be close to the arrival of a son or daughter, without the realization that I now have to pay for it. Thank you for this tutorial!

ajhimsanjee
1st Sep 2011, 8:32 PM
Hello~

First of all, thx for the tutorial...! :heyhey:

Now, I have to make me looks stupid because I am, yes, clueless~! :lol:
So, I need to know if the script can be used in my Blender 2.58 in my sucks Windows 7.

So, to get it work I have to put the files in .blender/scripts/ folder eh? apparently, in 7 things are different right? so I put it in C:\\program files\Blender Foundation\Blender\2.58\scripts\addons (I've tried both placing it in addons folder and scripts folder as well), is it okay?

But... sadly the import/exporter still doesn't show up in the import/export menu,
so I tried to install it using user preferences --> Install Add-On, and it's said "source file is in the addon search path: C:\\program files\\Blender Foundation\\Blender\\2.58\\scripts\\addons"

Aah, what should I do?

Trying to load it from another folder isn't working either... the dialog box didn't even showed up.

Sooo, any suggestion for me please...? I really wish to see that 'Sims 2 smd file' option in my import menu... lol

I'm longing for any answer and way out and it's greaaatly appreciated as I'm so thankful if I could get through this and start meshing~ XD thank yooou...!

Skimmer55
2nd Sep 2011, 11:15 AM
How do you save as *.smd i mean i looked through save as type and cant find it!!! :help:

ajhimsanjee
5th Sep 2011, 2:47 PM
Skimmer, I think to produce an .smd file from Blender you have to export it to .smd file from export menu... since the save as would only save the file to .BLEND file...

They have the add-ons here, but unfortunately for me it's not working. Maybe it works for you just like the other, well in my case I think I'm just lack of luck and I just hoping somebody could help me :D

Skimmer55
14th Sep 2011, 5:53 PM
Skimmer, I think to produce an .smd file from Blender you have to export it to .smd file from export menu... since the save as would only save the file to .BLEND file...

They have the add-ons here, but unfortunately for me it's not working. Maybe it works for you just like the other, well in my case I think I'm just lack of luck and I just hoping somebody could help me :D Ok i have a solution. I have degraded to Blender 2.49a. so that i could place the smd importer/exporter in to the file specified. As this tutorial is quite out of date now, just download the Blender 2.49 file. Thats what i did and it seems to work :) :P :Pint:

Skimmer55
14th Sep 2011, 6:00 PM
BTW here are the SkankyBoy SMD plugins for SimPE for anyone who doesn't have them :)

Skimmer55
14th Sep 2011, 9:37 PM
Ok all went well until the last step. I placed my remeshed file in the downloads folder and it didnt show up. all it showed was the base mesh i imported back to game to find the saved sims file. Can you Help please. And does anyone look at these any more? :help:

bety234
7th Sep 2012, 5:48 PM
Hi, I'm new here and just recently got Sims 2. I have a question about exporting the GMDC: when I click on it in SimPE, a window pops up that says "Warning: You need to install MANAGED DirectX," and the panel with the object doesn't show up, nor does the export button. Could someone help with the link for the thing I need to download?
Hi There!!!! I'm sooo happy that I found a solution for us ! I had the same problem with you but now , everything's more easily with this !!
http://sims.ambertation.de/en/download/realdownload/
You must search for this
Needed Software to run SimPE
Microsoft .NET Framework Version 2.0
Managed Direct X 9c (only if you want to work with Meshes)
And install the MANAGED DIRECTX 9c ! My problem's solved . Now I started to create new meshes :D Good luck and enjoy making mesh !