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Featured upload! TS4 MorphMaker - updated to V4.3 on 6/9/2020

by CmarNYC Posted 4th Jun 2018 at 6:41 PM - Updated 9th Jun 2020 at 12:09 PM by CmarNYC : Update
331 Comments / replies (Who?) - 22 Feedback Posts, 2 Thanks Posts
This is a featured upload! It showcases the best talent and creativity available on MTS and in the community.
This tool makes custom TS4 morphs from base and morphed meshes and packages them in CAS sliders and presets.

Supports all species/ages/genders/frames/occults.

Meshing can be done using any 3D editor that will import and export OBJ without changing the vertex order or the face sequence or the group/object names. Tested with Milkshape and Blender.

To use: Download the TS4MorphMaker program zip file, extract, open the folder and run TS4MorphMaker.exe


There are three tutorials posted which have much more complete information and instructions:
Making a CAS slider with TS4MorphMaker using a DeformerMap
Making a CAS preset with TS4MorphMaker using a BGEO
Making a Cat Body Preset and Fur Preset with TS4 MorphMaker using EA Morphs and a Deformer Map

Check back for updates - now that people are using the tool I'm fixing bugs and updating often.

If something doesn't work, please check to see if an update has fixed it. If not, please report any bugs in the comments, giving as much information as possible. Please upload your meshes if you're having trouble making a BGEO or DMap. Please upload your package if it's not working as expected in CAS or the game. If you'd rather not upload, pm me with a link.

Note that the bone delta editor hasn't had much testing, and that support for morphs of custom meshes is mostly untested.

Additional Credits:
s4pe/s4pi is used by MorphMaker for package and image handling. s4pi/s4pe and MorphMaker are open source.
s4pe download: https://github.com/s4ptacle/Sims4Tools/releases
Latest working s4pi source: https://github.com/s4ptacle/Sims4Tools/tree/develop

With thanks to lumialover8 for encouragement and lots and lots of testing. His beautiful sets of ear and hand sliders and presets made with MorphMaker are here: https://luumiasims.com/post/1740062...headed-toward-a

Updates:
V4.3
Head distortion in DMap preview of certain morphs is fixed.
Bone morphs for preview have been reworked, but animal meshes are still distorting so it needs more work.

V4.2
Support added for mermaids and witches.

V4.1
Corrections to the bone delta editor which hopefully will fix the issue of numbers randomly changing for some users, probably affecting users in countries that use a comma instead of a period as the decimal marker. I can't test this myself, however.
Improvement to the accuracy of bone morph previews.

Updates:
V4.0-beta
Bone Delta Editor (this part is still beta):
  • Will now interactively show you the effect of bone morphs as you change values.
  • Now allows values to be edited using either global/world or local coordinate system.
All previews now include bone morphs.
Exports of morphed meshes from previews now include bone morphs.
Preset regions which are not supported by the game have been removed from the preset options.

V3.0-beta
This is a beta since there are a lot of changes, and the previous version is still available until this one is final.
Enhancements:
  • Full support for cat and dog sliders and presets added.
  • The DeformerMap creation has been substantially rewritten to produce smoother and more accurate maps which are also a bit faster to make. The problem of morphs 'smearing' into the wrong areas and causing distortion should now be gone. Any bumpiness in very high poly meshes should be gone.
  • *Note this exception: In human sims the fingers and inner mouth are mapped onto the same area of the uv1 so DMap morphs cannot be used for either part without distorting the other.
  • Sculpts now include the full set of textures (material, normalmap, specular) and bone deltas.
  • Small fixes and changes.
Bugfix: Export of morphs included tiny inaccuracies due to rounding error causing distortion when exported whole body morphs were used as a morph mesh. This has been corrected.

V2.3.2
Bugfix: Corrected bug causing body preset custom thumbnails to not show up. (Use this version to open and save a package with body preset thumbs to fix it.)
Changes: The thumbnail import/export window will now resize correctly. The preset sort order will display as a decimal number.

V2.3.1
Bugfix: Correction of bug in HotSpotControl display causing gender restriction flags to be incorrectly checked in some conditions.
Changes: Addition of custom regions for Sim Modifiers, for use in body presets meant to affect only one body part. Choice of regions in presets restricted to regions that can have presets. Cosmetic and informational changes to screens.

V2.3.0
Bugfix: Correction of bug in the Tight Boundaries option of DMap creation which caused erroring out.
Changes: Addition of mesh export from all previews, including previews of presets, sculpts, and sim modifiers. Exported meshes can now be modified and used as a morph mesh with the correct standard base mesh for the age/gender.

V2.2.7
Bugfix: Correction of DMap compression bug introduced in previous fix, affecting base/morph pairs of any size with areas of unchanged normals. Anyone using V2.2.6 should update immediately.
Change: Body meshes exported from the Previewer tab will now include the head.

V2.2.6
Bugfix: Correction of bug in whole body compressed DMap creation, resulting in a DMap with bad data. Anyone working with whole body size DMaps should update.
Change: A few user error checks added.

Operating System: Windows
Utility Type: CC Editors
Plugin Type: Not Applicable

You must have the expansion or stuff packs listed below installed to use this custom content. Please see the post text for any exceptions.

Sims 4
Key: - File was updated after upload was posted
Filename - Tip: You can click the magnifying glass to see the archive contents Size Downloads Date
TS4MorphMaker_4_3_0_0.zip | Extract folder and run TS4MorphMaker.exe

Size: 8.96 MB · Downloads: 9,414 · 9th Jun 2020
8.96 MB 9,414 9th Jun 2020
TS4MorphMakerSource_6_8_20.zip | Source files, not needed to use the tool

Size: 8.88 MB · Downloads: 3,237 · 9th Jun 2020
8.88 MB 3,237 9th Jun 2020
Don't forget to Thank the creator after downloading! Use the Thanks button located above the screenshots above.
Basic Download and Install Instructions:

1. Download: Click the download link to save the .rar or .zip file(s) to your computer.

2. Extract: Use 7zip (recommended), WinRAR (Windows) or Stuffit (OS X) to extract the file(s) from the .rar or .zip file(s). OS X also has a built-in utility for that (just rightclick).

3. Download the TS4MorphMaker program zip file, extract, and run TS4MorphMaker.exe

Need more information?
 
331 Comments / Replies (Who?) - 271 Feedback Posts, 46 Thanks Posts
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Page 8 of 14
Ms. Byte
Original Poster
#176 Old 19th Jun 2019 at 9:04 PM Last edited by CmarNYC : 20th Jun 2019 at 1:31 PM.
The Top part of your mesh does not have a correct uv1 map so it's not going to morph. I'll have to look at why the bottom is distorting that way later. Did you change anything about the mesh in Blender except moving vertices around?

Edit: The vertices in your meshes are not in the same order. Did you check the Blender export option to keep vertex order?

Please do not PM me with mod, tutorial, or general modding questions or problems; post them in the thread for the mod or tutorial or post them in the appropriate forum.

Visit my blogs for other Sims content:
Online Sims - general mods for Sims 3
Offline Sims - adult mods for Sims 3 and Sims 4
Test Subject
#177 Old 9th Jul 2019 at 12:13 PM
Hello,I want to make a strange body present without arms,so I can add my favorite mod on it.But although my faces on base mesh and morph mesh are the same:7422,MorphMraker warn me that those faces are not match.I have no idea what question I had made.Would you tell me if this crazy idea can succeed?(I use blender.)
Sorry for my poor grammar.
Ms. Byte
Original Poster
#178 Old 9th Jul 2019 at 2:03 PM
Quote:
Originally Posted by ting991105
Hello,I want to make a strange body present without arms,so I can add my favorite mod on it.But although my faces on base mesh and morph mesh are the same:7422,MorphMraker warn me that those faces are not match.I have no idea what question I had made.Would you tell me if this crazy idea can succeed?(I use blender.)
Sorry for my poor grammar.


If you want me to look at it, please upload BOTH your base and morph meshes, either here or somewhere else and pm me a link. Maybe you didn't use the Blender option to keep vertices in the same order.

I kind of doubt it would work anyway. You can shrink the arms and hands and put them inside the body but the animations will still move them.

Please do not PM me with mod, tutorial, or general modding questions or problems; post them in the thread for the mod or tutorial or post them in the appropriate forum.

Visit my blogs for other Sims content:
Online Sims - general mods for Sims 3
Offline Sims - adult mods for Sims 3 and Sims 4
Test Subject
#179 Old 9th Jul 2019 at 6:37 PM
Quote:
Originally Posted by CmarNYC
If you want me to look at it, please upload BOTH your base and morph meshes, either here or somewhere else and pm me a link. Maybe you didn't use the Blender option to keep vertices in the same order.

I kind of doubt it would work anyway. You can shrink the arms and hands and put them inside the body but the animations will still move them.

Of course.I have upload it as obj. and blender.Even if I think I check it.Considering that I am a careless person, there is a good chance that something will go wrong.
here:https://drive.google.com/open?id=1G...j7jzIWznfw72Aj5
One thing is bothering me that when I just shrink it and put them into body like you say,it works.but once I fill two holes on arm,It doesn't work anymore.
Well,do you know Which part will animations move?Is the arm in the body,or the nothing at outside?If the latter,It's worth my effort.
Ms. Byte
Original Poster
#180 Old 9th Jul 2019 at 8:23 PM
Quote:
Originally Posted by ting991105
Of course.I have upload it as obj. and blender.Even if I think I check it.Considering that I am a careless person, there is a good chance that something will go wrong.
here:https://drive.google.com/open?id=1G...j7jzIWznfw72Aj5
One thing is bothering me that when I just shrink it and put them into body like you say,it works.but once I fill two holes on arm,It doesn't work anymore.
Well,do you know Which part will animations move?Is the arm in the body,or the nothing at outside?If the latter,It's worth my effort.


There are slight differences in the faces which I think is the problem. How did you fill in the holes? To make a morph mesh you can only move vertices and change normals, nothing else including cut and paste. And you must check the options to keep vertex order and include normals.

The vertices of the arms will move as if they were in the usual locations, so part of the arms might move outside the body at times. If you don't need your sim to have a lot of outfits you can just make tops or bodies with the arms removed.

Please do not PM me with mod, tutorial, or general modding questions or problems; post them in the thread for the mod or tutorial or post them in the appropriate forum.

Visit my blogs for other Sims content:
Online Sims - general mods for Sims 3
Offline Sims - adult mods for Sims 3 and Sims 4
Test Subject
THANKS POST
#181 Old 15th Jul 2019 at 6:35 AM
Hey Cmar! Ineed a help with something. When I am going to create a DMap, a message appears saying the index was outside the bounds of the matrix and I can't create it, do you know how to solve it?

Sorry for my bad English.
Ms. Byte
Original Poster
#182 Old 15th Jul 2019 at 11:00 AM
Quote:
Originally Posted by GuiSchilling19
Hey Cmar! Ineed a help with something. When I am going to create a DMap, a message appears saying the index was outside the bounds of the matrix and I can't create it, do you know how to solve it?

Sorry for my bad English.


I'll need to see your base and morph meshes, and a screenshot of the error might help.

Please do not PM me with mod, tutorial, or general modding questions or problems; post them in the thread for the mod or tutorial or post them in the appropriate forum.

Visit my blogs for other Sims content:
Online Sims - general mods for Sims 3
Offline Sims - adult mods for Sims 3 and Sims 4
Test Subject
DELETED POST
15th Jul 2019 at 8:30 PM Last edited by GuiSchilling19 : 15th Jul 2019 at 8:45 PM.
This message has been deleted by GuiSchilling19.
Test Subject
#183 Old 15th Jul 2019 at 8:59 PM
Quote:
Originally Posted by CmarNYC
I'll need to see your base and morph meshes, and a screenshot of the error might help.


Here are the screenshot and the meshes.
Screenshots
Download - please read all instructions before downloading any files!
File Type: zip Meshes.zip (270.5 KB, 4 downloads)
Ms. Byte
Original Poster
#184 Old 15th Jul 2019 at 9:44 PM
Quote:
Originally Posted by GuiSchilling19
Here are the screenshot and the meshes.


Thanks! The error is because there are no normals in your morph mesh. You need to export from Blender with the 'Write Normals' option checked. I'll look at checking for missing normals in the tool so you at least get a more informative error message.

Please do not PM me with mod, tutorial, or general modding questions or problems; post them in the thread for the mod or tutorial or post them in the appropriate forum.

Visit my blogs for other Sims content:
Online Sims - general mods for Sims 3
Offline Sims - adult mods for Sims 3 and Sims 4
Test Subject
#185 Old 15th Jul 2019 at 10:18 PM
Quote:
Originally Posted by CmarNYC
Thanks! The error is because there are no normals in your morph mesh. You need to export from Blender with the 'Write Normals' option checked. I'll look at checking for missing normals in the tool so you at least get a more informative error message.


Thanks for you help, it is working normally now.
Test Subject
#186 Old 16th Jul 2019 at 1:18 AM
Now I need another help. When I go to preview a Dmap, it got a weird appearance and I do not know how to solve it.
Screenshots
Ms. Byte
Original Poster
#187 Old 16th Jul 2019 at 11:03 AM
Quote:
Originally Posted by GuiSchilling19
Now I need another help. When I go to preview a Dmap, it got a weird appearance and I do not know how to solve it.


That looks like the normals are messed up. If you can't fix them you can check the 'Ignore Normals' option when you make the DMap.

Please do not PM me with mod, tutorial, or general modding questions or problems; post them in the thread for the mod or tutorial or post them in the appropriate forum.

Visit my blogs for other Sims content:
Online Sims - general mods for Sims 3
Offline Sims - adult mods for Sims 3 and Sims 4
Ms. Byte
Original Poster
#188 Old 18th Jul 2019 at 5:58 PM
Version 4 uploaded with a new Bone Delta interactive editor and bone morphs included in previews and exported morph meshes.

Please do not PM me with mod, tutorial, or general modding questions or problems; post them in the thread for the mod or tutorial or post them in the appropriate forum.

Visit my blogs for other Sims content:
Online Sims - general mods for Sims 3
Offline Sims - adult mods for Sims 3 and Sims 4
Test Subject
#189 Old 22nd Jul 2019 at 8:45 PM Last edited by SonnyRex : 22nd Jul 2019 at 9:13 PM.
Thank you for the fast update, Cmar!
I ran into an issue. My dog size slider is broken with the recent patch. I tried to figure out the cause for it. In CAS a part of the dog gets invisible when I size the dog down (around half of the front to the belly; the hind legs and tail is visible and gets resized correctly). The other direction works still fine. The other crazy thing is that sometimes this happens to the small dog and sometimes to the large dog but it doesn't happen to both at the same time; and it happens only when sizing down the dog. EDIT: I deleted multiple times my cache file.
In MorphMaker I've noticed that I always get an error message when using b__ROOT__ in the Edit/Create Bone Morph tab. It says "Bone not found: 00000000 Are you using the right rig?". I also get this message when I try to use this bone on a human or cat. So, is this just a bug or isn't it anymore possible to use this certain bone? I heavily used this bone in my dog size slider. Maybe it's the cause that it got broken or maybe it's something else... EDIT: I figured out that the DMAPs are the cause for the invisible body part(s). So, I'll soon recreate them.
Ms. Byte
Original Poster
#190 Old 23rd Jul 2019 at 12:25 AM
Quote:
Originally Posted by SonnyRex
Thank you for the fast update, Cmar!
I ran into an issue. My dog size slider is broken with the recent patch. I tried to figure out the cause for it. In CAS a part of the dog gets invisible when I size the dog down (around half of the front to the belly; the hind legs and tail is visible and gets resized correctly). The other direction works still fine. The other crazy thing is that sometimes this happens to the small dog and sometimes to the large dog but it doesn't happen to both at the same time; and it happens only when sizing down the dog. EDIT: I deleted multiple times my cache file.
In MorphMaker I've noticed that I always get an error message when using b__ROOT__ in the Edit/Create Bone Morph tab. It says "Bone not found: 00000000 Are you using the right rig?". I also get this message when I try to use this bone on a human or cat. So, is this just a bug or isn't it anymore possible to use this certain bone? I heavily used this bone in my dog size slider. Maybe it's the cause that it got broken or maybe it's something else... EDIT: I figured out that the DMAPs are the cause for the invisible body part(s). So, I'll soon recreate them.


I'll look into the ROOT bone issue. Could be I didn't allow for ROOT not having a parent. IMO using ROOT_BIND is better, though.

Parts disappearing with bone morphs is a known problem. I suspect there are some kind of limitations to bone deformations built in to the rigs but I have no idea how they work.

Please do not PM me with mod, tutorial, or general modding questions or problems; post them in the thread for the mod or tutorial or post them in the appropriate forum.

Visit my blogs for other Sims content:
Online Sims - general mods for Sims 3
Offline Sims - adult mods for Sims 3 and Sims 4
Test Subject
#191 Old 24th Jul 2019 at 5:07 PM Last edited by SonnyRex : 24th Jul 2019 at 5:25 PM.
Quote:
Originally Posted by CmarNYC
I'll look into the ROOT bone issue. Could be I didn't allow for ROOT not having a parent. IMO using ROOT_BIND is better, though.

Parts disappearing with bone morphs is a known problem. I suspect there are some kind of limitations to bone deformations built in to the rigs but I have no idea how they work.

Yes, I'd use ROOT_bind instead if it would be possible to give this bone an offset or rotation. I've tried it out but in game nothing changes when I set an offset or rotation of this certain bone. That's one reason why I'm using the ROOT bone. Other than that I've no idea why the bone scaling works in game different from what I'm thinking when I usually rescale a bone (for example in Blender or earlier in TS3). For example rescaling of the ROOT_bind bone: I set on the x-, y- and z-axis the values 0,5. I thought that the whole dog gets correctly proportional rescaled by that metioned factor. It's also the fact I'm seeing in your new preview. BUT in game something fully different happend. Rn I've no screenshot for you but I can take one. So it was already tricky to figure out some values which work (very) good...

I've also played a bit around... When I'm using my old DMAP and BOND files separately (only one of them in game), the resizing works fine (no missing parts). Now I've also tested the case that I put them both in game but in separate hotspot controls and it looks like this works also fine. So, I've rn no idea why the combination of both files in one sim modifier result in a partly missing/invisble dog. That's crazy. XD
(Btw. with the BOND adjustments I resized the whole dog and I got some very near/far away standing legs, so I added a DMAP which has fixed this issue. I'll try out if I it's possible to rotate/set an offset of some bones to get a similar effect. Maybe that could work, so I don't need to waste two hotspot controls for one slider though I noticed that it could be nice to get dogs with different near/far away standing feets. xD)
Ms. Byte
Original Poster
#192 Old 24th Jul 2019 at 11:04 PM
The ROOT bone problem is taken care of but I want to look into the other issues before doing an update.

Please do not PM me with mod, tutorial, or general modding questions or problems; post them in the thread for the mod or tutorial or post them in the appropriate forum.

Visit my blogs for other Sims content:
Online Sims - general mods for Sims 3
Offline Sims - adult mods for Sims 3 and Sims 4
Test Subject
#193 Old 25th Jul 2019 at 9:13 AM
Default Base & Morph do not match
I'm trying to make a dog slider and when I click on create dmap, it shows the error "The base and morph faces do not match"
link
Ms. Byte
Original Poster
#194 Old 25th Jul 2019 at 2:05 PM
Quote:
Originally Posted by benighted
I'm trying to make a dog slider and when I click on create dmap, it shows the error "The base and morph faces do not match"
link


In order to make a DMap the vertex position order and the faces have to be identical. In the dog base mesh the order of groups is body, ears, tails. In your morph mesh the order is body, tails, ears. There may be other discrepancies. You have to import and export using the options in the tutorials, and do absolutely nothing to the mesh except move vertices and change normals.

Please do not PM me with mod, tutorial, or general modding questions or problems; post them in the thread for the mod or tutorial or post them in the appropriate forum.

Visit my blogs for other Sims content:
Online Sims - general mods for Sims 3
Offline Sims - adult mods for Sims 3 and Sims 4
Test Subject
#195 Old 25th Jul 2019 at 4:24 PM Last edited by SonnyRex : 26th Jul 2019 at 11:42 AM.
Quote:
Originally Posted by CmarNYC
The ROOT bone problem is taken care of but I want to look into the other issues before doing an update.

If you want, I can upload for you the "old" file and the separate files for only DMAP and BOND file(s) (and also one file which combines both in different sim modifiers/hotspot controls). I also got to hear from at least one person that the "old" slider works still fine. That makes it even more weird. In my game I had also the problem with missing parts. I think I deleted localthumbcache.package 2 or 3 times and the issue didn't fixed itself (only thing that changed was that the large dog instead of the small dog hat missing body parts aso). But I didn't had that problem when using DMAP and BOND separately (testing one file, closing game, deleting that file and the cache file, and testing the other file).
EDIT: I tested it some more times and I still get the issue with missing parts when having a BOND file in game but it was more rarely than therefore!

To the other issue. I've no clue why one of three options has an effect in game but the other ones don't have it though I haven't tested it out in detail. But I tried to move the dog up with the ROOT_bind bone but nothing changed (though the same value in ROOT or Pelvis bone worked fine for me, and I have also tried more than one value).

And again a huge thank you for taking such a fast look on it!
Ms. Byte
Original Poster
#196 Old 29th Jul 2019 at 2:42 AM Last edited by CmarNYC : 29th Jul 2019 at 7:25 PM.
Quote:
Originally Posted by SonnyRex
If you want, I can upload for you the "old" file and the separate files for only DMAP and BOND file(s) (and also one file which combines both in different sim modifiers/hotspot controls). I also got to hear from at least one person that the "old" slider works still fine. That makes it even more weird. In my game I had also the problem with missing parts. I think I deleted localthumbcache.package 2 or 3 times and the issue didn't fixed itself (only thing that changed was that the large dog instead of the small dog hat missing body parts aso). But I didn't had that problem when using DMAP and BOND separately (testing one file, closing game, deleting that file and the cache file, and testing the other file).
EDIT: I tested it some more times and I still get the issue with missing parts when having a BOND file in game but it was more rarely than therefore!

To the other issue. I've no clue why one of three options has an effect in game but the other ones don't have it though I haven't tested it out in detail. But I tried to move the dog up with the ROOT_bind bone but nothing changed (though the same value in ROOT or Pelvis bone worked fine for me, and I have also tried more than one value).

And again a huge thank you for taking such a fast look on it!


Sorry to take so long to get back to this - sometimes real life takes over.

Yes, I'd certainly like to see the old mod and your DMap and BOND files plus the new package(s) you're testing. When I tried the root_bind in a dog, the dog got bigger but the elevation of the body didn't change so it looked kind of crouched down, so I see what you mean about scaling not working properly. That could be restrictions on the bones set in the rig, or a matter of bones being fixed to a target in-game, like the way the feet always get set at floor level when the sim sits even when the sim has been raised off the floor by a bonedelta. That's just a guess. There's a lot about bone morphs in TS4 that we just don't understand.

I made some fixes to the bone delta editor including the root_bone problem, and am attaching that version here for you to use and test.
Download - please read all instructions before downloading any files!
File Type: zip TS4MorphMaker_4_0_0_1.zip (8.95 MB, 16 downloads)

Please do not PM me with mod, tutorial, or general modding questions or problems; post them in the thread for the mod or tutorial or post them in the appropriate forum.

Visit my blogs for other Sims content:
Online Sims - general mods for Sims 3
Offline Sims - adult mods for Sims 3 and Sims 4
Test Subject
THANKS POST
#197 Old 10th Aug 2019 at 11:07 PM
Hi!
Sorry in advance if this is the wrong place to be posting this, but I'm not sure where else to go to ask for help with morphmaker
I want to create a morph that is short, but every time I do the head and the hands end up like this https://imgur.com/bVS2Mkz (i know the ankles look funny but I'm still in the prosses lol)
also even when I don't mess with the height the body always gets mushy, just like in the image shown, regardless of how clean and even i make it in blender. is there any way I can fix this?

Thank you so so much for all the time and effort you put into this program!! much love to you <3333
Ms. Byte
Original Poster
#198 Old 11th Aug 2019 at 4:41 AM
Quote:
Originally Posted by micisoft
Hi!
Sorry in advance if this is the wrong place to be posting this, but I'm not sure where else to go to ask for help with morphmaker
I want to create a morph that is short, but every time I do the head and the hands end up like this https://imgur.com/bVS2Mkz (i know the ankles look funny but I'm still in the prosses lol)
also even when I don't mess with the height the body always gets mushy, just like in the image shown, regardless of how clean and even i make it in blender. is there any way I can fix this?

Thank you so so much for all the time and effort you put into this program!! much love to you <3333


If you're using a DMap it just doesn't work with changing height, perhaps because the skeleton then doesn't match the body. The only way to change height is with a bone morph and those have their own set of problems.

Please do not PM me with mod, tutorial, or general modding questions or problems; post them in the thread for the mod or tutorial or post them in the appropriate forum.

Visit my blogs for other Sims content:
Online Sims - general mods for Sims 3
Offline Sims - adult mods for Sims 3 and Sims 4
Test Subject
#199 Old 12th Aug 2019 at 9:04 AM
Quote:
Originally Posted by CmarNYC
If you're using a DMap it just doesn't work with changing height, perhaps because the skeleton then doesn't match the body. The only way to change height is with a bone morph and those have their own set of problems.

Ahh ok, that makes sense. Thank you so much for the quick reply! :D
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