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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: 9,462 · 9th Jun 2020
8.96 MB 9,462 9th Jun 2020
TS4MorphMakerSource_6_8_20.zip | Source files, not needed to use the tool

Size: 8.88 MB · Downloads: 3,254 · 9th Jun 2020
8.88 MB 3,254 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 9 of 14
Test Subject
#201 Old 27th Aug 2019 at 4:48 PM
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.


Sorry to bother you again.
Writing the path manually?The game is installed on disc D
Screenshots
Ms. Byte
Original Poster
#202 Old 27th Aug 2019 at 7:29 PM
Quote:
Originally Posted by Nuru
Sorry to bother you again.
Writing the path manually?The game is installed on disc D


Yes, you'll have to type or paste the path in. That Windows folder selector really sucks and I'll look into using a better one in the next version.

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
28th Aug 2019 at 1:40 PM
This message has been deleted by thiagomichel.
Test Subject
#203 Old 28th Aug 2019 at 1:41 PM
Quote:
Originally Posted by CmarNYC
Yes, you'll have to type or paste the path in. That Windows folder selector really sucks and I'll look into using a better one in the next version.


Hi Cmar, how are you? They asked me a very interesting question today. I was asked if it was possible to use size / height presets on different clothes. Ex: Casual, Party ... Each use only one preset. Because the presets are general, and you can not choose on different clothes. What could you do for this option to be made?
Ms. Byte
Original Poster
#204 Old 28th Aug 2019 at 1:55 PM
Quote:
Originally Posted by thiagomichel
Hi Cmar, how are you? They asked me a very interesting question today. I was asked if it was possible to use size / height presets on different clothes. Ex: Casual, Party ... Each use only one preset. Because the presets are general, and you can not choose on different clothes. What could you do for this option to be made?


If you mean automatically applying a different preset for different outfits, that's not how presets work and I don't know of any way to do it.

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
#205 Old 28th Aug 2019 at 4:59 PM
Quote:
Originally Posted by CmarNYC
If you mean automatically applying a different preset for different outfits, that's not how presets work and I don't know of any way to do it.

Yes, that's it! If you could set the presets elsewhere, for example in accessories, you would have to choose.
Test Subject
#206 Old 18th Sep 2019 at 5:12 PM
Hello, I have a question I cant export from a package a damp shape/normal to modify in blender I try to export it with .obj how it says but when I imported to blender is showing nothing.
https://ibb.co/M9sg6Fb
https://ibb.co/ZdvMv3m
https://ibb.co/6XkwsLZ
Ms. Byte
Original Poster
#207 Old 18th Sep 2019 at 6:14 PM
Quote:
Originally Posted by predator32
Hello, I have a question I cant export from a package a damp shape/normal to modify in blender I try to export it with .obj how it says but when I imported to blender is showing nothing.
https://ibb.co/M9sg6Fb
https://ibb.co/ZdvMv3m
https://ibb.co/6XkwsLZ


You can't export it directly to .obj, only to .dmap. What you need to do is export the shape and normal DMaps, then select them in the previewer. Then save the previewed model as .obj. If you hover the mouse over the save buttons it'll show you how to save in obj format.

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
#208 Old 18th Sep 2019 at 6:43 PM
Quote:
Originally Posted by CmarNYC
You can't export it directly to .obj, only to .dmap. What you need to do is export the shape and normal DMaps, then select them in the previewer. Then save the previewed model as .obj. If you hover the mouse over the save buttons it'll show you how to save in obj format.

o nice it worked thx a lot
Test Subject
#209 Old 19th Sep 2019 at 8:30 PM
Why, when placing a number (-0,3) in calf bonedelta, does it automatically place another number other than what I put?

Test Subject
#210 Old 19th Sep 2019 at 10:25 PM
Quote:
Originally Posted by CmarNYC
You can't export it directly to .obj, only to .dmap. What you need to do is export the shape and normal DMaps, then select them in the previewer. Then save the previewed model as .obj. If you hover the mouse over the save buttons it'll show you how to save in obj format.



Another question is, how do I make my custom rig to open in morphmaker?
Ms. Byte
Original Poster
#211 Old 20th Sep 2019 at 12:44 AM
Quote:
Originally Posted by thiagomichel
Another question is, how do I make my custom rig to open in morphmaker?


There's a button to load custom rig.

As for the numbers changing, I'm away from my modding computer for a few days and can't check that until I get home. You could try using a period instead of a comma in the number field - that's the only thing I can think of.

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
#212 Old 22nd Sep 2019 at 11:20 PM
Quote:
Originally Posted by CmarNYC
There's a button to load custom rig.

As for the numbers changing, I'm away from my modding computer for a few days and can't check that until I get home. You could try using a period instead of a comma in the number field - that's the only thing I can think of.


with the dot the same thing happens, with (,) the commands are smaller, with (.) the changes are quite drastic.

about the custom rig I saw the button, but how does it load a custom rig if the files are .rig _rig and I have no idea how to create these files.
Ms. Byte
Original Poster
#213 Old 23rd Sep 2019 at 2:41 AM
Quote:
Originally Posted by thiagomichel
with the dot the same thing happens, with (,) the commands are smaller, with (.) the changes are quite drastic.

about the custom rig I saw the button, but how does it load a custom rig if the files are .rig _rig and I have no idea how to create these files.


You said you have a custom rig - what format is it? If it's not in TS4 format you'd have to convert it somehow. TS4 uses a grannyrig format but I don't know how standard it is.

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
#214 Old 25th Sep 2019 at 1:32 AM
Thank You!
Test Subject
#215 Old 6th Oct 2019 at 7:03 PM
Is EA's default fat/thin slider included in the list of hotspot controls, if it is what is it's name/tgi?
Ms. Byte
Original Poster
#216 Old 8th Oct 2019 at 8:10 PM
Quote:
Originally Posted by sophie006
Is EA's default fat/thin slider included in the list of hotspot controls, if it is what is it's name/tgi?


No, the fat/thin morphs are not in the HotSpot Controls. You'd have to do default replacements of the DMaps for the body condition morphs:

Clone the Sim Modifiers as default replacements: yfheadBody_Heavy, yfheadBody_Lean, ymheadBody_Heavy and ymheadBody_Lean. (I think these are used for children also but not sure.)
Extract the DMaps and make new ones to replace them.

As I recall the Sim Modifiers aren't used, so you have to replace the DMaps with new ones with the same TGIs.

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
#217 Old 11th Oct 2019 at 2:55 AM
Quote:
Originally Posted by CmarNYC
No, the fat/thin morphs are not in the HotSpot Controls. You'd have to do default replacements of the DMaps for the body condition morphs:

Clone the Sim Modifiers as default replacements: yfheadBody_Heavy, yfheadBody_Lean, ymheadBody_Heavy and ymheadBody_Lean. (I think these are used for children also but not sure.)
Extract the DMaps and make new ones to replace them.

As I recall the Sim Modifiers aren't used, so you have to replace the DMaps with new ones with the same TGIs.


found it thanks
Test Subject
#218 Old 6th Nov 2019 at 9:44 PM
Quote:
Originally Posted by CmarNYC
No, the fat/thin morphs are not in the HotSpot Controls. You'd have to do default replacements of the DMaps for the body condition morphs:

Clone the Sim Modifiers as default replacements: yfheadBody_Heavy, yfheadBody_Lean, ymheadBody_Heavy and ymheadBody_Lean. (I think these are used for children also but not sure.)
Extract the DMaps and make new ones to replace them.

As I recall the Sim Modifiers aren't used, so you have to replace the DMaps with new ones with the same TGIs.



Cmar, I'm trying to create a Dmaps of a big adult dog, when exporting the full body base mesh in obj everything is ok, everything appears in blender 2.75. after modifying everything, and selecting everything too and exporting to obj, put the base and my modification and when creating dmaps, say "the base and morph mesh faces do not match!" what is going on?
Ms. Byte
Original Poster
#219 Old 6th Nov 2019 at 11:36 PM
Quote:
Originally Posted by thyagom
Cmar, I'm trying to create a Dmaps of a big adult dog, when exporting the full body base mesh in obj everything is ok, everything appears in blender 2.75. after modifying everything, and selecting everything too and exporting to obj, put the base and my modification and when creating dmaps, say "the base and morph mesh faces do not match!" what is going on?


Unfortunately the process depends on the order of vertices and faces not changing. If you didn't use the Blender option to keep vertex order, or if you added or removed vertices in any way, that will cause this error. I think Blender sometimes simply exports the vertices and faces differently for some meshes even when you do everything right.

You can try importing the base to Blender and exporting it without changes, and use that exported mesh as your base. If that doesn't work, you can try importing the base, exporting it unchanged to use as the base, then making changes and export again as the morph.

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
#220 Old 7th Nov 2019 at 3:26 PM
Quote:
Originally Posted by CmarNYC
Unfortunately the process depends on the order of vertices and faces not changing. If you didn't use the Blender option to keep vertex order, or if you added or removed vertices in any way, that will cause this error. I think Blender sometimes simply exports the vertices and faces differently for some meshes even when you do everything right.

You can try importing the base to Blender and exporting it without changes, and use that exported mesh as your base. If that doesn't work, you can try importing the base, exporting it unchanged to use as the base, then making changes and export again as the morph.


yes, i did it .. i exported the base, opened it in blender, didn't move anything, i exported it from blender, i put it in the morph maker to create dmpas and continued with the same error.

I'm trying to make the paws of smaller cats and dogs, and the bonedelta always changes the numbers I put in too. I have not been having good results! : x
Ms. Byte
Original Poster
#221 Old 7th Nov 2019 at 10:59 PM Last edited by CmarNYC : 10th Nov 2019 at 3:10 PM.
Sorry, I'm not sure exactly what you did - did you import the base mesh into Blender, export without changes, then export AGAIN and use the first export as the base and the second as the morph? That is what you should try, and if it works you can make your changes and export again for the morph mesh.

If you imported to Blender, exported without changes, and then used the original mesh from MorphMaker as the base and the Blender export as the morph and got the error that pretty much proves that Blender is changing the vertex and/or triangle order.

I have a guess about what's causing the numbers to change in the bone delta editor. I've attached a new version of MorphMaker for you to try. There are also some changes that should make the bone delta previews more accurate I hope. I haven't had time to test it completely so please report problems.

Edit: I removed the attached version since it also has a serious bug in the bone delta editor. I'll be posting an official new version soon, hopefully today.

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
#222 Old 10th Nov 2019 at 4:19 PM
Version 4.1 is uploaded, hopefully fixing this issue without making things worse.

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
#223 Old 15th Nov 2019 at 8:29 PM
Quote:
Originally Posted by thyagom
yes, i did it .. i exported the base, opened it in blender, didn't move anything, i exported it from blender, i put it in the morph maker to create dmpas and continued with the same error.

I'm trying to make the paws of smaller cats and dogs, and the bonedelta always changes the numbers I put in too. I have not been having good results! : x

thanks, i will try again! you are wonderful.
Test Subject
#224 Old 15th Nov 2019 at 9:02 PM
Quote:
Originally Posted by CmarNYC
Version 4.1 is uploaded, hopefully fixing this issue without making things worse.




unfortunately still the same way: /
Page 9 of 14