TS4 MorphMaker - updated to V4.5.2 on 4/19/2023
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Hi! I was following your Making a Cat Body Preset tutorial and no matter what I do I keep getting "The base and morph faces do not match". I tried your suggestion of importing the base to Blender and exporting it without changes, and using that exported mesh as the base and editing it to make my morph, but I still got this message. The face/head of my morph is completely untouched, I'm not deleting any vertices or anything, and my order of groups is ears, earsdown, tail, tailstub, and body in both meshes. My Blender settings are set correctly from what I understand. What am I doing wrong? |
Please upload your base and morph meshes so I can take a look.
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Is it possible to somehow update sliders made prior to the Cats & Dogs patch?
While I am not 100% sure about this, after talking to simmythesim on discord it seems that something was changed in the way sliders are made or formatted internally or something because that's when his height slider mod stopped working. I've been trying to play around with adding Luumia's height sliders to the Modifier Tunings in the game and although they function exactly as intended when manually manipulated by the player, I can't get the game to use them from the Modifier Tunings. The only thing we discovered is that s4studio cannot read the Bone Delta resources within Luumia's package which lead simmythesim to believe something had changed in the underlying internal code.
The other option we though of was that EA had changed something about the game code to prevent it reading custom sliders added to the Modifier Tunings but neither of us now enough about the coding side of things to be able to check. Well I certainly don't. I thought you might seeing as you created this tool.
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Hey Cmar. Is it possible to somehow update sliders made prior to the Cats & Dogs patch? While I am not 100% sure about this, after talking to simmythesim on discord it seems that something was changed in the way sliders are made or formatted internally or something because that's when his height slider mod stopped working. I've been trying to play around with adding Luumia's height sliders to the Modifier Tunings in the game and although they function exactly as intended when manually manipulated by the player, I can't get the game to use them from the Modifier Tunings. The only thing we discovered is that s4studio cannot read the Bone Delta resources within Luumia's package which lead simmythesim to believe something had changed in the underlying internal code. The other option we though of was that EA had changed something about the game code to prevent it reading custom sliders added to the Modifier Tunings but neither of us now enough about the coding side of things to be able to check. Well I certainly don't. I thought you might seeing as you created this tool. |
Hi! I checked and Luumia's height slider is working fine in CAS for manual adjustment, so I think you mean only scripted height adjustments aren't working?
A bug in MorphMaker causing a wrong value is why S4S can't read the bone deltas, my bad. However, they work fine in-game and s4pe reads them, so S4S seems to be the only one bothered. I'll fix it in the next version. The bone delta version hasn't changed or anything like that. I guess it's possible the wrong value makes the bone delta fail only in scripting, although unlikely, so I've attached Luumia's height slider package with the bone poses fixed for testing. (To fix the bone deltas, all you have to do is open the package in s4pe, click on each BOND, click the Grid button, commit the grid edit window, and save.)
If you could point me to the mod that isn't working I can take a look, although if it's a scripting problem I probably won't be much help. There are so many changes and versions of simmythesim's height mods and I want to be looking at the same one you are.
LUUMIA_mod_Sim+NeckHeightSlider boneposes fixed.zip (7.5 KB, 6 downloads) |
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Please upload your base and morph meshes so I can take a look. |
ok here are the correct files
cat.rar (353.7 KB, 1 downloads) |
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ok here are the correct files |
In the fat cat mesh all the objects/groups have been merged into one called CAT_base. Merging, splitting, deleting, or renaming the objects/groups will make it unusable in MorphMaker.
When you export, in the options try checking both 'Objects as OBJ Objects' and 'Objects as OBJ Groups'. Probably not needed, though.
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In the fat cat mesh all the objects/groups have been merged into one called CAT_base. Merging, splitting, deleting, or renaming the objects/groups will make it unusable in MorphMaker. When you export, in the options try checking both 'Objects as OBJ Objects' and 'Objects as OBJ Groups'. Probably not needed, though. |
Thank you! That worked, but I'm still not able to get through Dmaps
cat(updated).rar (301.6 KB, 4 downloads) |
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Thank you! That worked, but I'm still not able to get through Dmaps |
Yeah, I can't get it to work either. Maybe you exported the base and morph meshes using different settings, or somehow changed vertex and face order. Or it's just Blender being weird. I will try to find what specifically is causing the problem but that's going to take time.
Meanwhile, all I can tell you is to import the base you exported from MorphMaker, export that with 'Keep Vertex Order' and both Objects and Groups checked and save that as your base, then make changes and export as the morph mesh using exactly the same export settings. Try with a test change to the mesh so you don't waste time if it doesn't work.
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Thank you so much for taking a look at those sliders.
I've attached the package I have been trying to get to work. I'm trying , as always, to find a way to create automatically shorter Teens. I don't know if scripting would be needed or not at this stage. I don't know how to script either.
The game uses CASModifierTunings which appear to set parameters for the different CAS modifiers to be adjusted for different ages. The most obvious example of this is when creating an Adult Sim in CAS, when you age them down to Teens their shoulders narrow off.
I have taken this tuning and attempted to append Luumia's height modifiers into the code. The game seems to be ignoring them though. Either I am formatting my additions wrong, hashing the wrong names or in the wrong format, or the game simply doesn't read additions to the tunings. I know it reads edits made to the values already there though as that is something I've got to work successfully.
Note that I have only made edits to the regular Teen tunings and none of the occult types.
Any help you could provide would be immensly appreciated but at this point in time I'm figuring if it could be done then someone with more tuning knowledge than me would have already done it.
Oh! You'll also need to place Luumia's sliders in your mods folder as well if you want to test this in your game. Since it doesn't currently do anything though I don't know as you'll actually have to bother.
TeenTest.zip (15.6 KB, 4 downloads) |
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Hello again, Cmar. Thank you so much for taking a look at those sliders. I've attached the package I have been trying to get to work. I'm trying , as always, to find a way to create automatically shorter Teens. I don't know if scripting would be needed or not at this stage. I don't know how to script either. The game uses CASModifierTunings which appear to set parameters for the different CAS modifiers to be adjusted for different ages. The most obvious example of this is when creating an Adult Sim in CAS, when you age them down to Teens their shoulders narrow off. I have taken this tuning and attempted to append Luumia's height modifiers into the code. The game seems to be ignoring them though. Either I am formatting my additions wrong, hashing the wrong names or in the wrong format, or the game simply doesn't read additions to the tunings. I know it reads edits made to the values already there though as that is something I've got to work successfully. Note that I have only made edits to the regular Teen tunings and none of the occult types. Any help you could provide would be immensly appreciated but at this point in time I'm figuring if it could be done then someone with more tuning knowledge than me would have already done it. Oh! You'll also need to place Luumia's sliders in your mods folder as well if you want to test this in your game. Since it doesn't currently do anything though I don't know as you'll actually have to bother. |
The automatic adjustments are something I'm very interested in for my recreation of morphed sims from the game, so I'm excited about this! I'll play with it and let you know if I come up with anything. You're right that the lack of success by you or others isn't encouraging, but I remember an old saying: "It couldn't be done, but the damn fool didn't know that and did it anyway."
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Yeah, I can't get it to work either. Maybe you exported the base and morph meshes using different settings, or somehow changed vertex and face order. Or it's just Blender being weird. I will try to find what specifically is causing the problem but that's going to take time. Meanwhile, all I can tell you is to import the base you exported from MorphMaker, export that with 'Keep Vertex Order' and both Objects and Groups checked and save that as your base, then make changes and export as the morph mesh using exactly the same export settings. Try with a test change to the mesh so you don't waste time if it doesn't work. |
Ok, I will try this is in the future thank you so much for taking the time to help me! <3
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Ok, I will try this is in the future thank you so much for taking the time to help me! <3 |
No problem - I'm just sorry I can't help more.
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Yeah, I can't get it to work either. Maybe you exported the base and morph meshes using different settings, or somehow changed vertex and face order. Or it's just Blender being weird. I will try to find what specifically is causing the problem but that's going to take time. Meanwhile, all I can tell you is to import the base you exported from MorphMaker, export that with 'Keep Vertex Order' and both Objects and Groups checked and save that as your base, then make changes and export as the morph mesh using exactly the same export settings. Try with a test change to the mesh so you don't waste time if it doesn't work. |
I got this error code with an old version of Blender "Index was outside the bounds of the array". I downloaded the latest version of Blender and it works fine now.
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I got this error code with an old version of Blender "Index was outside the bounds of the array". I downloaded the latest version of Blender and it works fine now. |
I'm not surprised since Blender functions often change with the version, not always for the better. Thanks!
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Hello again, Cmar. Thank you so much for taking a look at those sliders. ... |
The names - SimHeightShort/Tall - of the Sim Modifiers you used in your xml and data resources do not FNV hash to the instance IDs. MorphMaker assigns a randomized instance when creating sliders, etc. and adds a string table just for convenience in identifying what's what.
So. I changed the instance IDs of the height Sim Modifiers and the bone deltas to the hashes of SimHeightShort and SimHeightTall, updated the internal links and self-references, and tested. I hesitate to even say in case I'm hallucinating, but I think it works, at least in CAS. Please test for yourself!
The package with the height sliders with modified instance IDs is attached. Since the IDs are different it shouldn't conflict with Luumia's mods, with the exception of the DMaps used by the short slider. That shouldn't be a problem though since they should be identical.
SimHeightAdjust_Modified.zip (7.2 KB, 8 downloads) |
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I just about understand that. So I should have been using the modifier instance to get the hash and not the modifier name? Either way, I have replied to your PM. Thanks! |
The modifier name in the xml should hash to the sim modifier instance, and the modifier identifier in the data should be the decimal of that instance. If you have only the instance of course you can't un-hash it to a name. The sim modifier instance can always be changed, though - get the FNV hash of the name and use s4pe to change the instance. Don't forget to open the grid and change the public key instance also.
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Can you add normals to a modifier that uses a bone morph instead of dmaps? |
Bone morphs don't affect normals. You could combine a bone morph with a DMap if you need to change the normals.
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Bone morphs don't affect normals. You could combine a bone morph with a DMap if you need to change the normals. |
How do you use a dmap for only it's normals?
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How do you use a dmap for only it's normals? |
You'd have to make a morph mesh with changes to the normals but not the shape, and make your DMap from that.
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Please help me! I tried to make a ful body preset, a resized toddler. I used the letter s in blender to scale down the morph to my desired size. Converting it into a modifier has been... kind of working but when I press preview it looks all stretched and weird and when I try to create the preset itself everything works until I try to save the preset, then a pop up comes up and says that I haven't entered a valid Display Index value. What should I do? I've gone thru the process to make my own body preset like 20 times with the same result and it's driving me crazy!!!! |
I can't tell much with that information. Is this a DMap morph? If you're trying to change the height or proportions with a DMap it's going to distort and there's nothing that can be done about it.
Please upload your base and morphed meshes and the DMap (if that's the kind of morph you're doing) so I can take a look.
Please upload a screenshot of when you try to save the preset, with the error message but so I can see the whole MorphMaker window.
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I will try to explain as good as I can with images. This is how the process starts: https://i.imgur.com/VV3hA5i.png I then go into blender and use the dit mode. After that I press the S key and change the scale. https://i.imgur.com/8BWDb0r.png I then export my morph: https://i.imgur.com/W95A2Hx.png This is how it looks before I make the DMaps: https://i.imgur.com/kw6EAq1.png This is what it looks like when creating the modifiers: https://i.imgur.com/bvb3xZ2.png And this is the previews...: https://i.imgur.com/9nTjanG.png When I make the preset itself: https://i.imgur.com/GLnxNy6.png And the end result, every time I try to save the preset: https://i.imgur.com/SvfG1HJ.png what am I doing wrong? I've followed every step and am feeling rather confused? |
The pictures are too blurry for me to see exactly what you have in the Display Index field, but I suspect there's a comma in there. You have to use a period for decimals or just put an integer - '0'. At some point I should fix MorphMaker so this doesn't happen.
I have no way of knowing what's causing the distortion without the base and morphed meshes I asked for.
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So the first part about the display index was correct, I can now save my package but this was the result: https://i.imgur.com/Jwx8NmN.png I'm sorry if I make things complicated but I don't really understand what you mean when you ask for base and morphed meshes, do you want me to link the objd files some how? Or just link photos of the base and my finished edited morph? I really appreciate the help and I'm sorry if I make things complicated. |
Just put the base and morph obj meshes in a zip file and upload them here. If you don't see the upload attachments option below where you type your reply, click the Go Advanced button right under where you type.
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