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View Full Version : Making a CAS preset with TS4MorphMaker using a BGEO


CmarNYC
4th Jun 2018, 7:26 PM
What this tutorial will do: Show you how to use TS4 MorphMaker and a meshing tool to create a custom face preset using a BGEO morph.

What it will not do: Show you how to use Milkshape 3D, Blender, or another meshing tool. It's assumed you know the basics.

Level: Fairly advanced.

Tools needed:

TS4 MorphMaker: http://www.modthesims.info/download.php?t=613061
Milkshape 3D (http://www.milkshape3d.com/ $35/25 Euros, 30 day free trial), Blender 2.75 or above (https://www.blender.org/download/) used with the correct OBJ import/export settings, or another mesh editor that handles OBJ meshes and exports them without changing the order of the vertices or composition of the faces. (Tested with Milkshape and Blender.)

First, some technical background. There are three morphing mechanisms in The Sims 4:

Deformer Map (DMap) - Uses information encoded as a bitmap image to tell the game how to modify vertex position and normals. The UV1 (second uv map) of the mesh is used to get xy coordinates to find the right location in the image. There are two DMaps for every morph: one for shape and one for normals. This method will work on any mesh with a correct UV1, including all lods. Only morph data for the sim's left side (your right side) is used and mirrored for the other side, so you can't make an assymetrical morph. DMaps cannot be used for fingers or tongue because they overlap in the UV1, and should be avoided for eyeballs, teeth, and possibly backs of ankles because they're mapped very close together.

Blend Geometry (BGEO) - Uses vertex ID numbering to find information in a BGEO file which tells the game how to modify vertex position and normals. This method is more precise but requires that the vertices be numbered and that the numbering corresponds exactly to the data in the BGEO. In TS4 only head meshes are numbered, so BGEO morphs are used only for heads/faces. However, all the head meshes in TS4 are constructed and numbered exactly the same way so one BGEO can be used for all ages/genders if it looks good in all of them. Each lod must be meshed separately but all lods are included in one BGEO.

Bone Delta (BOND) - Uses modifications to the location, size, and rotation of bones/joints. The locations of vertices are moved accordingly. This method can be used with all meshes, including all lods, and requires only correct bone assignments. Does not affect normals.

Background on CAS presets:

Presets are the pre-made bodies, faces, and features (eyes, nose, ears, etc.) that appear in CAS. Clicking on one will remove previous modifications for that part and replace them with the ones in the preset. A preset can include any combination of zero, one, or more Sculpts and zero, one, or more modifiers. Sculpts link to morph resource(s) and optionally a texture overlay. The modifiers each link to a Sim Modifier which links to morph resource(s), and have a weight or multiplier defining the level at which the sim modifier is applied.

Differences between sculpts and sim modifiers:

Body presets should use only modifiers - sculpts will not be removed when switching to a different preset. This does not appear to be true of face presets.
Sculpts in presets are applied 100%, can include a texture overlay, and do not include bone morphs.
Sim modifiers in a preset have an associated weight and can be applied at any fraction from 0 to 1, and can include bone morphs.


Typically EA presets include one sculpt and multiple modifiers, but it varies. In this tutorial we will use a sculpt, but the ear morph could also be applied as a modifier.

The structure is:

Preset
-Sculpt
--Any combination of BGEO, DMap, Texture
-Modifier (with weight)
--Sim Modifier
---Any combination of BGEO, DMap, Bone Delta

Lets get started!

For this tutorial I'll use a mermaid ears preset as an example.

1) Open TS4 MorphMaker and go to the Create BGEO tab. In the top section, we'll export one of the game heads as a Milkshape or OBJ mesh. I'm going to use Adult Female. The choice of UV doesn't matter. If you're using Milkshape click the Export MS3D button, if using Blender click the Export OBJ button. Save the mesh. This will be your base. Do not modify or delete it.

http://thumbs2.modthesims2.com/img/3/2/1/6/5/9/6/MTS_CmarNYC-1773438-TutHeadExport.jpg

2) If using Milkshape, open the .ms3d morph mesh. If using Blender, import the morph OBJ with these options: Split selected: Object checked, Group checked.

You'll notice the mesh looks kind of funky, and this is because all four lod mesh groups are visible. For the rest of the tutorial I'll work with lod0, but for a finished morph you should do all of them except maybe lod3 which is only seen in-game from a distance. In most cases you should hide the mesh groups you're not currently working with, using the Groups tab in Milkshape or the Scene panel in Blender.

3) Shape the ears into the mermail ears shape (or make whatever morphed shape you want). I know, easier said than done. Do NOT rename or change the order of groups. Do NOT add or delete vertices. Do NOT change anything except vertex positions and normals.

http://thumbs2.modthesims2.com/img/3/2/1/6/5/9/6/MTS_CmarNYC-1773439-TutHeadMS2.jpg

When you're done, save or export the mesh into a new file using a new name that identifies it as your morph. If using Milkshape, save the mesh as a new file. If using Blender, export the OBJ as a new file with these options checked: Write Normals, Include UVs, Objects as OBJ Groups, Keep Vertex Order.

4) Back in MorphMaker's Create BGEO tab, go to the third section. Select your base and morphed meshes in the appropriate spots. Enter a unique name for the morph to make it identifiable. Click the Create BGEO button. Save the BGEO. If you want to preview it, use the Previewer tab.

http://thumbs2.modthesims2.com/img/3/2/1/6/5/9/6/MTS_CmarNYC-1773440-TutMMmakeBGEO.jpg

5) Now go to the Create/Edit Sliders and/or Presets Package tab. Then click the Add/Edit Sculpts tab. Click the Add New Sculpt button and a blank sculpt named 'Custom Sculpt' with a random identifier added will appear. On the right side, fill in the Unique morph name for your preset morph. Next to BGEO: click the Import button and import the BGEO you just made. Check off the ages and gender(s) you want the morph to work for. Select the region - in this case, EARS. Click the Save Sculpt button.

http://thumbs2.modthesims2.com/img/3/2/1/6/5/9/6/MTS_CmarNYC-1773441-TutMMmakeSculpt.jpg

If you want to preview the sculpt, click the Preview button. It will only show LOD0 and only work for BGEOs and DMaps linked to the sim modifier, not bone delta morphs or textures.

Adding Sim Modifiers is exactly the same process except they can include a bone delta instead of a texture overlay. Overlay textures do NOT work with ear presets but I think they work with all the other facial regions. You'll have to experiment.

6) Now go to the Add/Edit CAS Presets tab and click Add New CAS Preset. Again a blank preset will appear in the list with a generic name. Replace it with your unique custom name, and fill in the other information on the right. Most of the settings should be self-explanatory.

http://thumbs2.modthesims2.com/img/3/2/1/6/5/9/6/MTS_CmarNYC-1773442-TutMMmakePreset.jpg


You can use the Set Preset Thumbnail button to import a custom thumbnail.
Is this a Physique Preset: check this if you're making a body preset which uses the fit/fat/thin/bony morphs. You can then fill in the percentage multiplier for each physique morph.
Don't forget to enable the preset for one or both frame genders and for Human, Alien, and/or Vampire.

Click the Add Sculpt button. You'll get a popup window asking you to select a sculpt. If you've added and saved your custom sculpt it should appear in the custom list.

If you were to add Modifiers, it's the same process except you have the option of changing the weight (how much of the modifier is applied). You can add EA game modifiers as well; most of them have useful names in the list that appears in the popup for Game Sim Modifier. For example, for mermaid ears you could add the EA modifier that rotates the ears out if you wish.

When you're done, click Save Preset.

7) Click the Save as New Package button on the bottom and save your package. Test in-game.

You'll probably find the morph doesn't look exactly the same in the game as in previews, probably because of the effect of other morphs interacting with it. It may also look slightly different for different ages and genders, and if necessary you can make different presets for different ages/genders/body frames.

Preset sculpts and sim modifiers can use BGEOs (for head/face morphs), DMaps, or BoneDeltas (sim modifiers only) - or a combination. I haven't seen any EA sculpts or sim modifiers combining BGEOs with DMaps however.

The finished mermaid ears are available here: http://www.modthesims.info/download.php?t=612078

Yokozii
19th Jun 2018, 12:58 AM
I have a question about creating a different sculpt for the whole body ..
could you create a sculpt with more definition and shapes? say if we wanted to do some weird body sizes or increased muscles...
would that interrupt the entire slider or can it be done the same way as the ears?

CmarNYC
19th Jun 2018, 3:15 AM
I have a question about creating a different sculpt for the whole body ..
could you create a sculpt with more definition and shapes? say if we wanted to do some weird body sizes or increased muscles...
would that interrupt the entire slider or can it be done the same way as the ears?

You could do a body preset using a DMap morph for an unusual shape. Depending on how unusual it is it should work with the usual sliders. However, it must be a morph of the standard body meshes - no added or removed polys or anything like that.

Yokozii
19th Jun 2018, 2:11 PM
You could do a body preset using a DMap morph for an unusual shape. Depending on how unusual it is it should work with the usual sliders. However, it must be a morph of the standard body meshes - no added or removed polys or anything like that.


ok so how would i make additional shapes to be added on using the BEGO method? i see these ears are shaped differently and they arent morphs ...would the BEGO be a kind of sculpt ? or new mesh attached to the base morph file?

CmarNYC
19th Jun 2018, 5:53 PM
Follow the instructions in this tutorial for each preset. You can only use BGEOs for faces. To make a body preset you'd have to follow the tutorial for sliders using a DeformerMap to made the DMap, then follow this tutorial to make presets using those DMaps.

The ears are a morph.

Yokozii
19th Jun 2018, 10:04 PM
That makes so much since now, thank you!

Anderson.gsm
8th Aug 2018, 5:46 PM
Hello, does not work without updates, (base game)? I followed all the steps and also created an ear modifier. When you open the game, it closes! What can I do to test my new modifier? Should I upgrade my game? Thanks for creating this amazing tool!

CmarNYC
8th Aug 2018, 10:49 PM
Hello, does not work without updates, (base game)? I followed all the steps and also created an ear modifier. When you open the game, it closes! What can I do to test my new modifier? Should I upgrade my game? Thanks for creating this amazing tool!

Some of the resources have gotten new versions since the game came out, so if your game isn't patched to a reasonably recent version the morphs may not work. There's no need to upgrade from base game though.

If you upload your package and the base and morph meshes here I'll take a look in case there's some other problem.

Anderson.gsm
9th Aug 2018, 1:17 AM
I understand, I tested again with a dlc package and it worked. Soon I intend to maybe create a package of morphs, as I did in TS3! I just made a little change, if it was something cool I'd send you. Wait for me to work on it, my friend. Thank you for your help

Anderson.gsm
9th Aug 2018, 1:18 AM
I understand, I tested again with a dlc package and it worked. Soon I intend to maybe create a package of morphs, as I did in TS3! I just made a little change, if it was something cool I'd send you. Wait for me to work on it, my friend. Thank you for your help :D

Anderson.gsm
9th Aug 2018, 1:19 AM
Even, I forgot to say, but I'm your fan! You're always doing nice things for us!

bmso85
20th Nov 2018, 4:50 PM
Can you use other premade meshes for a preset say a body from another game much like converting meshes?

CmarNYC
20th Nov 2018, 5:09 PM
Can you use other premade meshes for a preset say a body from another game much like converting meshes?

Not for a BGEO. Those need specially numbered meshes and only affect the head and face anyway.

For DMaps you can use any pair of obj base and morph meshes as long as the vertices and faces match up. IMO you're better off using the EA body meshes so that the morphs don't come out looking odd on standard Sims, but I guess you could make presets that are made to be used only on custom body meshes.

bmso85
24th Nov 2018, 10:15 PM
Well, what I'm going for is odd legs pushed a little back from the bottom of the knee and three fingers and two toes rather than the standard five. The only way I've been able to accomplish the toes and fingers is by editing gloves and socks.

LadyDrakharis
3rd Feb 2019, 7:42 AM
I created the obj files in DAZ Studio and saved them Blender obj files but I don't know how long it's supposed to take for the BGEO file to be created.

CmarNYC
3rd Feb 2019, 12:37 PM
I created the obj files in DAZ Studio and saved them Blender obj files but I don't know how long it's supposed to take for the BGEO file to be created.

BGEOs require specially numbered meshes. You can't use a custom mesh without taking special steps to number it. If BGEO creation isn't working maybe that's why. As I said when you posted in the MorphMaker thread, if you want help you'll have to give more information about what you're trying to do.

Shammrock289
11th Mar 2019, 11:37 PM
Hi. I am trying to create a nose similar to the Creepypasta character, Laughing Jack, and when I say similar, I mean exactly like his nose... And I'm having issues with it... (Please See The Images Attached To Understand More Than I Can Explain). Anyway... Can you help me? Please? I'm just asking how to get around that error message and make the nose as I wish...
Please... Help me...

CmarNYC
12th Mar 2019, 1:20 AM
Hi. I am trying to create a nose similar to the Creepypasta character, Laughing Jack, and when I say similar, I mean exactly like his nose... And I'm having issues with it... (Please See The Images Attached To Understand More Than I Can Explain). Anyway... Can you help me? Please? I'm just asking how to get around that error message and make the nose as I wish...
Please... Help me...

Interesting project! How did you form the nose? For morphs you can move vertices and change normals but that's all, so you'd have to reshape the nose without adding or removing any vertices or faces. Looking at that error message, it looks like the nose mesh has a face with way more than the three required sides and with no uvs or normals; if so that must have been added.

If all you did was move vertices, please upload your base head obj mesh and the morphed head obj.

Just IMO, but for this project you might be better off making a head replacement that's used as an accessory and removes the standard head.

ZeldaSpyroJak
12th Mar 2019, 10:49 PM
I want to take a character's head and the skeleton body from Jungle Adventures and make them a preset, is it possible to do that and if so what are the requirements to achieve this?

CmarNYC
13th Mar 2019, 3:05 PM
I want to take a character's head and the skeleton body from Jungle Adventures and make them a preset, is it possible to do that and if so what are the requirements to achieve this?

It's possible if you can reshape the default sim body into a skeleton without adding or removing any vertices or faces. You would then use it as the morph mesh to make a DMap and make a preset using that.

If you have a skeleton mesh that's not a morph, you're better off making it as clothing.

ZeldaSpyroJak
13th Mar 2019, 3:57 PM
It's possible if you can reshape the default sim body into a skeleton without adding or removing any vertices or faces. You would then use it as the morph mesh to make a DMap and make a preset using that.

If you have a skeleton mesh that's not a morph, you're better off making it as clothing.

Well nuts, I was kind of hoping to make it a preset so I could put clothes on it and make it look like a skeleton when it takes a shower and everything, do you think you can make adding entirely new meshes a feature for MorphMaker in the future if you ever update it or change it?

CmarNYC
13th Mar 2019, 9:12 PM
Well nuts, I was kind of hoping to make it a preset so I could put clothes on it and make it look like a skeleton when it takes a shower and everything, do you think you can make adding entirely new meshes a feature for MorphMaker in the future if you ever update it or change it?

Sorry, but that's not how morphs, including presets, work. By definition a morph is the difference in shape and normals between two meshes. To construct the morph data you need a base mesh and a morph mesh that are identical except for shape and normals - the same lists of vertices and faces. You can already use an entirely new mesh but you still need an original version and a reshaped version of the same mesh.

What you CAN do is classify the skeleton body as an accessory which removes and replaces the sim body, so you can use clothing. (There's a setting for what part types should be removed by a CAS part.) If you make it a tattoo it'll show in the shower too.

ZeldaSpyroJak
14th Mar 2019, 3:02 AM
How do I use the setting to remove the CAS part?

CmarNYC
15th Mar 2019, 1:52 AM
How do I use the setting to remove the CAS part?

In Sims 4 Studio you have to go into the Warehouse, click on each CASP, and modify the ExcludePartFlags and/or ExcludePartFlags2, and you'd need a list of the values for each part type. I don't see the setting anywhere else.

The easiest way is to use CAS Tools - open the package in the Clone Package Editor tab, and in the General CAS Part Properties tab you'll see a list on the right under 'Exclude Parts'. Just check off the parts you want removed and click the Commit Changes button. It'll be applied to all the swatches.

ZeldaSpyroJak
15th Mar 2019, 6:55 AM
In Sims 4 Studio you have to go into the Warehouse, click on each CASP, and modify the ExcludePartFlags and/or ExcludePartFlags2, and you'd need a list of the values for each part type. I don't see the setting anywhere else.

The easiest way is to use CAS Tools - open the package in the Clone Package Editor tab, and in the General CAS Part Properties tab you'll see a list on the right under 'Exclude Parts'. Just check off the parts you want removed and click the Commit Changes button. It'll be applied to all the swatches.


Thank you, that information was very helpful, I'll go try to do that. :)

imago3d
22nd Jun 2019, 5:52 AM
Not sure what I'm doing wrong. I followed the tutorial exactly. I can see it in the preview inside the morphmaker program, but once I get in to the Sims. It's nowhere to be found. I am trying to do a full face and a head morph. Neither shows up or works, but I can see my package in custom content when the game starts.

CmarNYC
22nd Jun 2019, 12:50 PM
Not sure what I'm doing wrong. I followed the tutorial exactly. I can see it in the preview inside the morphmaker program, but once I get in to the Sims. It's nowhere to be found. I am trying to do a full face and a head morph. Neither shows up or works, but I can see my package in custom content when the game starts.

I found that Full Face presets are not made the same way as the others and MorphMaker can't make them. Try another region, like Forehead. I can't tell what the problem is with your head morph without more information - is it a preset or slider, and what region are you attaching it to?

imago3d
26th Jun 2019, 5:44 AM
I wanted to make werewolves. I tried what you said about using the forehead and it works! I am so happy. Thank you so very much for replying. I was thinking I was screwing it up somehow. :) Thank you so very much!!

WondrousBirch
27th Jun 2019, 10:35 PM
Hello, I was wondering if you could help me out. This is the first time I have ever used Morph Maker, (months ago I wanted to try it but I didn't have time). So, last night I tried to make an adult female body preset using Blender 2.75. I watched a tutorial on Youtube (this is helpful but I'm very visual and I need to see how things are done, I have dyslexia xd). The video honestly wasn't very helpful, I followed it exactly and I still had problems. I edited the mesh mostly using sculpt, but I noticed some gaps in the thigh area. So, I filled in the area with edit mode. Then, I was done and saved my mesh. I inserted the mesh exactly like how I was supposed to into Morph Maker (at least I thought so), I saved it, at this point I was very hopeful. After experiencing lots of frustration due to my terrible Blender skills, I thought I had finally figured it out. Nope. I clicked preview and the morph was the original female morph. So, I read through the directions a few times, and I'm really stupid when it comes to technical things, but I noticed you said you can't add extra vertices and faces. When I filled in the gaps in the mesh, I added extra vertices, of course. So, I thought that was all it was, and as long as I didn't add extra vertices, I would be okay. So today I wanted to make my own female preteen child morph. I sculpted it, again I followed the directions on how to insert it into Morph Maker, but I still just see the unedited original child morph in preview. If you could tell me if you notice anything I did wrong, I would appreciate it. (Just another quick question, in the post you said, "If using Blender, import the morph OBJ with these options: Split selected: Object checked, Group checked." I actually have no idea what that means. I understand the object part, but not the "split checked" thing. Also, I followed mostly the tutorial from RedHead Sims CC, which is a very new video. By the way, sorry If I'm being a bother, I'm just really bad at trying to figure things out, I’m easily frustrated. xd)

CmarNYC
27th Jun 2019, 11:17 PM
I'll try to help, but don't really understand what you did. If you added vertices it definitely won't work, but when you try to create the morph MorphMaker will fail and give you an error message. How did you get the morph file you previewed? If you're making a BGEO, did you use the head mesh exported from the BGEO tab?

The Blender export instructions are for the export options:
The split option should be selected
Object should be checked
Group should be checked

It might be easier if you get a screenshot of MorphMaker when you make the BGEO and of the preview, and upload your base and morph meshes.

WondrousBirch
28th Jun 2019, 1:04 AM
Thank you for responding so quickly. Wow, I'm an actually such an idiot. Last night when I started this, I was so exhausted it gave me errors and I just blew them off. Then, I just totally forgot that even happened. Since then, I tried to make a new morph, however, it hasn't given me any error messages. I'm guessing that's because it's already sealed the fact that I accepted the errors. I will say though, I don't remember it telling me anything I that I could understand, just a long group of numbers.
I used DMAP, I'm not even sure if that was the right thing to do, I just followed the video. (Just a little note, I'm not sure if this makes any difference, but when I entered Blender, I deleted the Lamp, Camera, and starter block)

I'll give you a run-down of the steps I took:
Create DMAPS>Human>Adult Female>Skintight>Export OBJ
Blender 2.75>Import>Wavefront (.obj)
From there I lightly edited the morph (it wasn't anything advanced, just a curvier body shape).
Export>Wavefront (.obj)
Then, I just put my morph into step 3) base skintight mesh, and morph skintight and clicked "Create Dmaps", and I saved two Dmap files it gave me.
Create/Edit Slider and/or Preset Package>(I can't quite remember if I did "Add/Edit Sim Modifiers" or "Add/Edit Sculpts", I probably tried both).
Then I named my morph and everything, checked the boxes for my specific morph settings, and I put my first Dmap into "Dmap Shape" and my second into "Dmap Normals". I made the region be "Body" and the subregion "None". Then I clicked save and previewed my morph. The morph was just the regular adult female morph without any of my modifications.

I'm afraid I still don't understand the export options. I tried looking as I was exporting but I must be missing them.

I'm so sorry if I missed anything obvious, and I will keep vigorously trying to figure this out to save work on your part.

(EDIT: I figured out the split thing, object and group were both checked already.)

CmarNYC
28th Jun 2019, 1:36 PM
All of that sounds right. BTW, MorphMaker will always give an error message if it detects an error.

If you'll upload your base and morph meshes and your DMaps for me to look at maybe I can find the problem. Just put them in a zip or rar and attach them here, or put them somewhere else and pm me with the link.

WondrousBirch
29th Jun 2019, 6:51 AM
Sorry for the late reply, I'll pm the files but I just don't know how to. Actually, I only made an account on this site to ask for help. xd Anyway, I tried to add the files but I couldn't figure it out. Also, I did try a few more times to make the morphs, it didn't work.

CmarNYC
29th Jun 2019, 2:07 PM
You can upload to a file host like Google Drive or OneDrive, they'll give you a link to share.

CmarNYC
29th Jun 2019, 9:03 PM
Got your two morph meshes, and both work perfectly for me. Did you possibly put the same morphed mesh into both the base and morph mesh slots?

You only gave me the two morph meshes so I can't tell if something's wrong with the base meshes or exactly what's in the DMaps MorphMaker created for you. If you're still having problems please upload the base meshes, the morph meshes, and the DMaps you got from MorphMaker.

WondrousBirch
30th Jun 2019, 3:17 AM
Oh my goodness, I feel like this whole thing has been me saying what an idiot I am, but I'll say it just once more... I'm sooo stupid! xd You're right, the problem was I used my morphed mesh for the base mesh and for the morph. The funny thing about it is, I even thought about that briefly yesterday, but I just ignored it. My frustration always clouds my reasoning. Thank you so much for the help! :D

Beenbo1015
8th Jul 2019, 10:26 PM
Hi, really great tool! I was wondering, is there a way to export a body texture to place onto your OBJ for better morphing accuracy? I tried using existing texture files I have but they don't seem to fit the model :/

CmarNYC
9th Jul 2019, 12:53 AM
Hi, really great tool! I was wondering, is there a way to export a body texture to place onto your OBJ for better morphing accuracy? I tried using existing texture files I have but they don't seem to fit the model :/

If you're exporting the head mesh for a BGEO and use the option to use uv0, you should be able to use any skin texture. If you're working with body morphs using a DMAP, the meshes by necessity use uv1 which can't be used to map a skin texture to the model, that's just a limitation of how the meshes are constructed. Sorry!

Beenbo1015
9th Jul 2019, 3:31 PM
If you're exporting the head mesh for a BGEO and use the option to use uv0, you should be able to use any skin texture. If you're working with body morphs using a DMAP, the meshes by necessity use uv1 which can't be used to map a skin texture to the model, that's just a limitation of how the meshes are constructed. Sorry!

Ah that's a shame but understandable! Thank you for clearing that up :)
Also if I may ask, is it possible to export existing body presets like yfbody_hourglass or ymbody_bodybuilder for morphing the body?

CmarNYC
9th Jul 2019, 6:11 PM
Ah that's a shame but understandable! Thank you for clearing that up :)
Also if I may ask, is it possible to export existing body presets like yfbody_hourglass or ymbody_bodybuilder for morphing the body?

Yes, you have to clone the preset first - start a morph package, click the Clone Preset button in the presets tab, pick the ones you want, do a preview, and save the morphed mesh which can then optionally be modified and put back in MM as a morph mesh. HOWEVER, the current official MorphMaker doesn't preview bone morphs so for some presets you might want to grab the beta of the new version which does: http://modthesims.info/showthread.php?t=627691

mezzki
15th Jul 2019, 8:05 AM
Slight problem. I was following Redheadsims' tutorial on how to make a fullbody preset, and when I get to the importing part, the morpher seems to freeze. What am I doing wrong?

CmarNYC
15th Jul 2019, 12:25 PM
Slight problem. I was following Redheadsims' tutorial on how to make a fullbody preset, and when I get to the importing part, the morpher seems to freeze. What am I doing wrong?

I need a more detailed description of what you did and what happened - what were you importing? Where? How long did you wait before deciding it was frozen? Were there any error messages? And I'll need the files you were working with: base and morph meshes and the DMap if you got that far.

mezzki
15th Jul 2019, 3:26 PM
I need a more detailed description of what you did and what happened - what were you importing? Where? How long did you wait before deciding it was frozen? Were there any error messages? And I'll need the files you were working with: base and morph meshes and the DMap if you got that far.
Sorry, sorry. I messed up exporting the preset. It works.

QueenAkasha
25th Jul 2019, 1:07 AM
Is there a way to use a .obj as a preset somehow? A while ago I found a website that makes a 3d model of your face with a picture, and was wondering if it would be possible to make that a TS4 preset.

CmarNYC
25th Jul 2019, 5:17 PM
Is there a way to use a .obj as a preset somehow? A while ago I found a website that makes a 3d model of your face with a picture, and was wondering if it would be possible to make that a TS4 preset.

You need a pair of meshes that are exactly alike except one is the unmodified base and one is a morph with only the vertex positions and normals changed. So no, not unless the website can give you a neutral base and the same mesh shaped like your face.

rentfacetime
27th Jul 2019, 9:56 AM
Thank you for responding so quickly. Wow, I'm an actually such an idiot. Last night when I started this, I was so exhausted it gave me errors and I just blew them off. Then, I just totally forgot that even happened. Since then, I tried to make a new morph, however, it hasn't given me any error messages. I'm guessing that's because it's already sealed the fact that I accepted the errors. I will say though, I don't remember it telling me anything I that I could understand, just a long group of numbers.
I used DMAP, I'm not even sure if that was the right thing to do, I just followed the video. (Just a little note, I'm not sure if this makes any difference, but when I entered Blender, I deleted the Lamp, Camera, and starter block)

I'll give you a run-down of the steps I took:
Create DMAPS>Human>Adult Female>Skintight>Export OBJ
Blender 2.75>Import>Wavefront (.obj)
From there I lightly edited the morph (it wasn't anything advanced, just a curvier body shape).
Export>Wavefront (.obj)
Then, I just put my morph into step 3) base skintight mesh, and morph skintight and clicked "Create Dmaps", and I saved two Dmap files it gave me.
Create/Edit Slider and/or Preset Package>(I can't quite remember if I did "Add/Edit Sim Modifiers" or "Add/Edit Sculpts", I probably tried both).
Then I named my morph and everything, checked the boxes for my specific morph settings, and I put my first Dmap into "Dmap Shape" and my second into "Dmap Normals". I made the region be "Body" and the subregion "None". Then I clicked save and previewed my morph. The morph was just the regular adult female morph without any of my modifications.

I'm afraid I still don't understand the export options. I tried looking as I was exporting but I must be missing them.

I'm so sorry if I missed anything obvious, and I will keep vigorously trying to figure this out to save work on your part.

(EDIT: I figured out the split thing, object and group were both checked already.)
working very well.. thank you so much :bunny: :bunny:

Sigma1202
30th Sep 2019, 8:48 PM
You'll probably find the morph doesn't look exactly the same in the game as in previews, probably because of the effect of other morphs interacting with it

Is there any way around this? I am trying to sculpt a character from another game, it looks ok in the preview but it looks way different in the game

CmarNYC
30th Sep 2019, 9:05 PM
Is there any way around this? I am trying to sculpt a character from another game, it looks ok in the preview but it looks way different in the game

Try the preset for different ages, in case the teen or elder morphs are interfering. And you could upload it here for me to look at.

KarinaRuDICH
16th Dec 2019, 8:46 PM
Thanks so much for the tutorial !! I do everything as described, I only do the body, but the sim turns out to have an open mouth

CmarNYC
17th Dec 2019, 12:51 AM
Thanks so much for the tutorial !! I do everything as described, I only do the body, but the sim turns out to have an open mouth

You can't morph the body with a BGEO. Are you asking in the wrong tutorial?

If you're using a DMap, make sure you have the latest version of MorphMaker and you're not trying to morph the fingers. As I recall the open mouth problem was corrected some time ago.

KarinaRuDICH
17th Dec 2019, 11:02 AM
Thanks. I do not change the body in BGEO. I generate it in d maps / with the same standard body that I tried unchanged. I work in MilkShape 3D 1.8.5. It seems to somehow affect the mesh. But I do not know how to work in blender / my obj file
https://vk.com/doc269285286_528856727

CmarNYC
17th Dec 2019, 4:28 PM
Thanks. I do not change the body in BGEO. I generate it in d maps / with the same standard body that I tried unchanged. I work in MilkShape 3D 1.8.5. It seems to somehow affect the mesh. But I do not know how to work in blender / my obj file
https://vk.com/doc269285286_528856727

Your morph is changing the fingers, which causes the appearance of an open mouth. You can't use a DMap on fingers or the inner mouth because they're mapped to the same area in the uv1.

KarinaRuDICH
18th Dec 2019, 8:48 AM
Thank you dear ❤ .

fwoop
19th Feb 2020, 2:43 AM
hi i was wondering if you had any idea for a work around for an issue i’m having with creating presets- when i import the base female mesh into blender as an obj- the mesh is ever so slightly asymmetrical making morphing eyeshapes impossible. with the x mirror or symmetry tool on it can’t work purely because of the asymmetrical base mesh for some reason. i was wondering if there’s a way for morphmaker to read only one side of the morphed obj, and flip it onto the other? thank you for reading and i hope i make sense ?

CmarNYC
19th Feb 2020, 10:28 AM
hi i was wondering if you had any idea for a work around for an issue i’m having with creating presets- when i import the base female mesh into blender as an obj- the mesh is ever so slightly asymmetrical making morphing eyeshapes impossible. with the x mirror or symmetry tool on it can’t work purely because of the asymmetrical base mesh for some reason. i was wondering if there’s a way for morphmaker to read only one side of the morphed obj, and flip it onto the other? thank you for reading and i hope i make sense ?

No, MorphMaker can't do that. How do you mean it's impossible? Does MorphMaker throw an error when you try to make the BGEO or is the morph distorted? If you're getting an error in MorphMaker only after using the symmetry tool my guess is that Blender is changing the order of the vertices.

fwoop
19th Feb 2020, 8:35 PM
No, MorphMaker can't do that. How do you mean it's impossible? Does MorphMaker throw an error when you try to make the BGEO or is the morph distorted? If you're getting an error in MorphMaker only after using the symmetry tool my guess is that Blender is changing the order of the vertices.

There's no error when i import it to morph maker, but extracting the base mesh itself from the game and trying to morph it proves very difficult as the actual mesh is asymmetrical. I attached a pic of me trying to morph the sims eye shape, but as you can see, there's an uneven number of vertices on each side of the face, making it impossible to do. For this I simply turned on x mirror and tried to move a vertex on one eye, you would imagine it to be symmetrical but
https://imgur.com/Ighx4IO

I also tried to do a similar thing in autodesk maya, yet it still cant read symmetry as the base mesh isnt. So i was wondering if you had a workaround for thi?
Sorry im so bad at explaining things and thanks for replying ^^

CmarNYC
20th Feb 2020, 12:05 AM
My best guess is that the mesh isn't exactly symmetrical because of rounding errors or who knows what. MorphMaker just converts it into obj format without changing the vertex positions so there's not much I can do about it.

If it's any help, I was able to turn on x-mirror and topology mirror and use sculpt mode to do symmetrical changes. Just make sure sculpt doesn't add or remove vertices.

TheEagleWillLand
21st Mar 2020, 4:26 AM
I just made a cheek preset in Blender and exported it as an obj. file, I made sure all the export settings were properly ticked off and I followed all of the morph maker instructions to get it into The Sims 4, but for some reason when it appears in game there is ugly shadowing all over the whole face. I even tested this with the base male face without making any changes, as soon as it appears in game the ugly shadowing all over the whole face appears. Here's an example:

Without
https://thumbs.modthesims.info/getimage.php?file=1910706

With:
https://thumbs.modthesims.info/getimage.php?file=1910707

CmarNYC
21st Mar 2020, 4:38 AM
I just made a cheek preset in Blender and exported it as an obj. file, I made sure all the export settings were properly ticked off and I followed all of the morph maker instructions to get it into The Sims 4, but for some reason when it appears in game there is ugly shadowing all over the whole face. I even tested this with the base male face without making any changes, as soon as it appears in game the ugly shadowing all over the whole face appears. Here's an example:

...


For whatever reason, the normals are getting messed up. I suggest you check the 'Ignore normals' option when making the BGEO and see if that helps.

TheEagleWillLand
21st Mar 2020, 6:43 AM
For whatever reason, the normals are getting messed up. I suggest you check the 'Ignore normals' option when making the BGEO and see if that helps.

Just tried it, for some reason if I select "ignore normals" the preset doesn't appear in game at all.

CmarNYC
21st Mar 2020, 12:09 PM
Just tried it, for some reason if I select "ignore normals" the preset doesn't appear in game at all.

Please upload your base and morph meshes and your package that's not showing up in the game.

TheEagleWillLand
5th Apr 2020, 9:29 AM
Sorry it took me so long to respond! I actually managed to fix the problem, I think it wasn't showing up in game because I was using a later version of Blender, 2.79 to be exact. Once I switched to Blender 2.70, the normal's were still getting messed up, but when I checked off ignore normal's that worked just fine! Thank you!

TheEagleWillLand
6th Apr 2020, 6:31 AM
Kind of related, kind of unrelated, but does anyone know how to fix a package group, per example, Zerbu's presets to make all of them have the mermaid and spell casters tags in game? I know how to add the tags individually, but not to a whole group. If there is a way to apply it to a whole group I want to know so that Zerbu's presets will show up in my game for mermaids and spell casters, it'd be a pain to have to do them all individually.

ncrandoms
6th Nov 2020, 4:58 AM
Interesting project! How did you form the nose? For morphs you can move vertices and change normals but that's all, so you'd have to reshape the nose without adding or removing any vertices or faces. Looking at that error message, it looks like the nose mesh has a face with way more than the three required sides and with no uvs or normals; if so that must have been added.

If all you did was move vertices, please upload your base head obj mesh and the morphed head obj.

Just IMO, but for this project you might be better off making a head replacement that's used as an accessory and removes the standard head.

I am having the same issue with the error message but I did not add/remove any vertices or faces. After clicking "create BGEO" the error message pops up and will not go any further. I've tried several things with my system to see if it'll help, but I'm still having the same problem.

CmarNYC
6th Nov 2020, 7:46 AM
I am having the same issue with the error message but I did not add/remove any vertices or faces. After clicking "create BGEO" the error message pops up and will not go any further. I've tried several things with my system to see if it'll help, but I'm still having the same problem.

Please upload your base and morph meshes.

Datodato
29th Nov 2020, 4:29 PM
I have created an eye preset following the instructions, and it works well in the game as a 3D shape, but it adds a 2D texture to the eyelid depending on the physical characteristics of the sim I'm creating.

I'd like to assign a texture to my preset using the MorphMaker, but I don't know how to do it. You briefly said that it's possible, and I can see the option where it says "Import" (Texture) in the "Add/Edit Sculpt" tab. I also see that it must be a DDS file, but don't know exactly what must it contain to work properly, I have no experience modifiying texture in the game, and I can't find any information on this specific case (face presets).

CmarNYC
29th Nov 2020, 9:00 PM
I have created an eye preset following the instructions, and it works well in the game as a 3D shape, but it adds a 2D texture to the eyelid depending on the physical characteristics of the sim I'm creating.

I'd like to assign a texture to my preset using the MorphMaker, but I don't know how to do it. You briefly said that it's possible, and I can see the option where it says "Import" (Texture) in the "Add/Edit Sculpt" tab. I also see that it must be a DDS file, but don't know exactly what must it contain to work properly, I have no experience modifiying texture in the game, and I can't find any information on this specific case (face presets).

The textures are grayscale overlays. Why don't you clone a game eye sculpt and export the texture to use as an example?

Jantayw96
30th Nov 2020, 1:00 AM
Does anyone have an UPDATED MCD? I have 200+ mods so going one by one is definitely NOT an option for me. But all the MCDs ive been finding havent been updated in almost an year. It wasnt until the last game update that my game has started acting up. The kids wont go to school or do their homework, I have to physically click the "go to school" button about 3-4 times before they actually go, and no matter how many times I click the homework for them to do it, they sit down open the book and then close it immediately. can someone PLEASE help !!!! I need an UPDATED MCD please

porkypine
30th Nov 2020, 7:28 AM
Does anyone have an UPDATED MCD? I have 200+ mods so going one by one is definitely NOT an option for me. But all the MCDs ive been finding havent been updated in almost an year. It wasnt until the last game update that my game has started acting up. The kids wont go to school or do their homework, I have to physically click the "go to school" button about 3-4 times before they actually go, and no matter how many times I click the homework for them to do it, they sit down open the book and then close it immediately. can someone PLEASE help !!!! I need an UPDATED MCD pleaseHello,  Sorry,  I don't know what the initials MCD stand for. If everything you find is out of date, just troubleshoot the old fashioned way.  Divide your CC in two and test each half.  Then test the other half.  Divide as you go to narrow the problem CC down.  It's faster than testing each one individually.

The stuff with Rigs and Actions are most likely the ones giving you problems.  Simple decor objects rarely give issues.  Look at your scripts, cheats, chairs, canning stations, anything that involves opening and closing, packages, etc. That will help you narrow it down.  Good luck.  

Datodato
30th Nov 2020, 3:33 PM
The textures are grayscale overlays. Why don't you clone a game eye sculpt and export the texture to use as an example?

Thank you! That is exactly what I needed, and I didn't know it was possible until you said it. But now that I've tryed it an error happens when I export the texture: "Could not write file", "Object reference not set to an instance of an object".

https://thumbs.modthesims.info/getimage.php?file=1974321

CmarNYC
30th Nov 2020, 7:17 PM
Thank you! That is exactly what I needed, and I didn't know it was possible until you said it. But now that I've tryed it an error happens when I export the texture: "Could not write file", "Object reference not set to an instance of an object".

https://thumbs.modthesims.info/getimage.php?file=1974321

Crap, that's because EA in their infinite wisdom converted the overlays to the new LRLE format we can't read in a recent patch. I'm working now on getting MorphMaker to find the old versions of these textures, and will have to provide the toddler textures myself since there's no old version available. Meanwhile, here's several eye overlays for you to use. Importing a new one should work okay.

Datodato
30th Nov 2020, 10:47 PM
Crap, that's because EA in their infinite wisdom converted the overlays to the new LRLE format we can't read in a recent patch. I'm working now on getting MorphMaker to find the old versions of these textures, and will have to provide the toddler textures myself since there's no old version available. Meanwhile, here's several eye overlays for you to use. Importing a new one should work okay.

I've been experimenting and I've used the textures you uploaded (thanks again), but even when I import them to my sculpt without any modification the game doesen't show them. Everything seems correct in MorphMaker and it's previews, but then the game only shows the modified 3D structure and it adds a default texture over it. Can it be due to the new patch you mentioned?

https://thumbs.modthesims.info/getimage.php?file=1974378

CmarNYC
30th Nov 2020, 10:59 PM
I've been experimenting and I've used the textures you uploaded (thanks again), but even when I import them to my sculpt without any modification the game doesen't show them. Everything seems correct in MorphMaker and it's previews, but then the game only shows the modified 3D structure and it adds a default texture over it. Can it be due to the new patch you mentioned?


Please upload your package so I can take a look.

It's possible - certainly if it's a default replacement the game will find the LRLE version and use that first. There's a workaround, you can change the type ID of the texture to 0x2BC04EDF to trick the game. I'd like to do some testing on your package.

Edit: Are you sure the texture isn't showing? Did you test by putting a black spot or something on it?

Datodato
1st Dec 2020, 12:03 AM
Please upload your package so I can take a look.

It's possible - certainly if it's a default replacement the game will find the LRLE version and use that first. There's a workaround, you can change the type ID of the texture to 0x2BC04EDF to trick the game. I'd like to do some testing on your package.

Edit: Are you sure the texture isn't showing? Did you test by putting a black spot or something on it?

It's weird, I've just put a black line on a copy of the texture used before, then replaced it in the package, then saved the package with a different name and now it appears in the game. As you can notice in the images, before painting the line the texture showed in the game was completely different, it was being replaced by a default texture or something.

Well, I guess the problem is solved, even though I don't know what was going on... :faceslap:

https://thumbs.modthesims.info/getimage.php?file=1974379

CmarNYC
1st Dec 2020, 12:11 AM
It's weird, I've just put a black line on a copy of the texture used before, then replaced it in the package, then saved the package with a different name and now it appears in the game. As you can notice in the images, before painting the line the texture showed in the game was completely different, it was being replaced by a default texture or something.

Well, I guess the problem is solved, even though I don't know what was going on... :faceslap:



If you used the default name possibly it made it a default replacement and changing the name fixed it? I'll have to check the code but I don't think that's likely. Anyway, glad it's working!

Datodato
1st Dec 2020, 12:12 AM
Now I've got another question, sorry for being anoying... Is there a way to convert BGEO to OBJ?

CmarNYC
1st Dec 2020, 12:32 AM
Now I've got another question, sorry for being anoying... Is there a way to convert BGEO to OBJ?

Yes, you can import the BGEO in the preview tab and then save the morphed mesh.

Datodato
1st Dec 2020, 10:51 PM
Yes, you can import the BGEO in the preview tab and then save the morphed mesh.

Thank you! It worked.