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[UPDATE] Sims 2 GMDC Import/Export for Blender 2.79

by SmugTomato Posted 22nd May 2018 at 3:43 PM - Updated 23rd Feb 2021 at 7:56 PM by SmugTomato
 
65 Comments / Replies (Who?) - 45 Feedback Posts, 19 Thanks Posts
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Field Researcher
#51 Old 7th Jun 2019 at 8:32 AM
I'm not sure what this could mean, but sometimes when I go to mesh using parts from another creator, the base mesh they used shows up, instead of what it *should* be. Just now I found a dress with a top perfect for a vintage wedding gown, but when I got it into Blender, it showed up as a tracksuit. So, to make sure, I went through the process again (create recolor, create new package, link the two), and when I checked in Bodyshop, the thumbnail is correct but the model now shows a tracksuit.

This isn't happening with meshes from the game itself, only those made by other creators. Any idea as to what could be going on?
Field Researcher
Original Poster
#52 Old 7th Jun 2019 at 10:23 PM
Quote: Originally posted by Joselle
I'm not sure what this could mean, but sometimes when I go to mesh using parts from another creator, the base mesh they used shows up, instead of what it *should* be. Just now I found a dress with a top perfect for a vintage wedding gown, but when I got it into Blender, it showed up as a tracksuit. So, to make sure, I went through the process again (create recolor, create new package, link the two), and when I checked in Bodyshop, the thumbnail is correct but the model now shows a tracksuit.

This isn't happening with meshes from the game itself, only those made by other creators. Any idea as to what could be going on?


The add-on just imports what it can read. If it loads a tracksuit the GMDC was a mesh of a tracksuit, probably something on the SimPE side or a mixup with filenames.
Test Subject
#53 Old 1st Oct 2019 at 9:39 PM
Hello! First of all, thanks a lot for the addon, it's really helpful and you did an amazing job. I have a question about normals though. If it isn't possible to not recalculate the normals, would it be possible to at least export custom normals? It's possible to transfer them from .obj files exported from SimPE (I've tried successfully), so it would be wonderful to be able to use them. Also I don't know if it will be helpful at all, but I've noticed that the .fbx import/export plugin can read and write custom normals without resetting them, maybe there's some code you could check out?
Field Researcher
Original Poster
#54 Old 4th Oct 2019 at 10:10 AM
Quote: Originally posted by Sai Vi
Hello! First of all, thanks a lot for the addon, it's really helpful and you did an amazing job. I have a question about normals though. If it isn't possible to not recalculate the normals, would it be possible to at least export custom normals? It's possible to transfer them from .obj files exported from SimPE (I've tried successfully), so it would be wonderful to be able to use them. Also I don't know if it will be helpful at all, but I've noticed that the .fbx import/export plugin can read and write custom normals without resetting them, maybe there's some code you could check out?


To be honest, I don't expect to be working on this plugin anymore in the future. the GEOM file format is just too much of a pain to deal with. That being said, since it's GPL licensed anyone is free to change the code and redistibute it without asking me for permission.
Instructor
#55 Old 22nd Feb 2021 at 1:58 AM
Unfortunately, this addon is telling me it needs to be updated for 2.8x+ and it looks like nobody's done any work on that.

Requests? Yes! See my journal entry for palette options! Shameless plugging of my Sim sites: (TS2) · TS4
Field Researcher
Original Poster
#56 Old 23rd Feb 2021 at 7:51 PM
Quote: Originally posted by Deastrumquodvicis
Unfortunately, this addon is telling me it needs to be updated for 2.8x+ and it looks like nobody's done any work on that.

This is correct, the add-on will not work on Blender 2.8x+ and has been made specifically for 2.79 before 2.8 even got to beta.
Unfortunately updating this to 2.8 would require almost a complete rewrite due to Blender API changes and some questionable choices I made while I was inexperienced both with Python and the Blender API.
That, paired with the fact that GMDC files are quite complex to read/write compared to Sims 3 GEOM files has made this project quite a mess.
Mad Poster
#57 Old 10th Mar 2021 at 4:43 PM
OK, I have a probably super stupid question, but I can't find the answer anywhere - HOW do I add a fat/preg morph to a mesh with this? I usually do it in Milkshape, but I've downloaded some high-poly meshes that flatly refuse to be duplicated, so I thought this would be the perfect solution, but I have no idea what I'm doing. At all.
Field Researcher
Original Poster
#58 Old 24th Mar 2021 at 3:41 PM
Quote: Originally posted by sushigal007
OK, I have a probably super stupid question, but I can't find the answer anywhere - HOW do I add a fat/preg morph to a mesh with this? I usually do it in Milkshape, but I've downloaded some high-poly meshes that flatly refuse to be duplicated, so I thought this would be the perfect solution, but I have no idea what I'm doing. At all.


Am I understanding correctly that you want to apply existing variations on the base mesh as shape keys? to do that you'd have to use the shrinkwrap modifier with project mode and apply as shape key, then rename the shape key appropriately.
Feel free to send me a PM if that didn't clear anything up
Test Subject
#59 Old 31st Mar 2021 at 11:00 AM
Default I can't export my mesh and it's killing me.
Firstly I love this since I have a much easier time working on things in blender. However, I have been working on a custom car model for days and have finally gotten the bones properly aligned and was ready for export, but it keeps throwing error messages like this one at me and I honestly have no idea what to do.

Side note, I didn't realize how easy modding for the Sims 4 was until I started playing the Sims 2. How did we ever get by back then?
Field Researcher
Original Poster
#60 Old 31st Mar 2021 at 2:59 PM
Have you made sure to have the root GMDC object (The empty object containing all GMDC related things) selected when exporting?
Test Subject
#61 Old 1st Apr 2021 at 8:52 AM
Quote: Originally posted by SmugTomato
Have you made sure to have the root GMDC object (The empty object containing all GMDC related things) selected when exporting?


Yes, I have tried variations of selections. Whether it's the root container, everything inside the container, or everything INCLUDING the container, I still get the same error.
Field Researcher
Original Poster
#62 Old 1st Apr 2021 at 9:25 AM
Can you send me the files in a PM so I can take a look at them?
Test Subject
THANKS POST
#63 Old 1st Apr 2021 at 10:00 AM
Okay, it's been sent. Thanks!
Test Subject
THANKS POST
#64 Old 15th Jan 2022 at 9:48 PM
Muito obrigada por compartilhar seu trabalho que facilita a nossa vida para criar conteúdos!
Lab Assistant
#65 Old 5th May 2022 at 7:49 PM
Hello, thank you but I cannot export anything. There is no properties.
Lab Assistant
#66 Old 16th Oct 2022 at 10:09 AM
Quote: Originally posted by WinterAnimosus
Okay, it's been sent. Thanks!


Did this ever get fixed? I've just run into the same problem.

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