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TS4 MorphMaker - updated to V4.4.1 on 3/22/2022

by CmarNYC Posted 4th Jun 2018 at 6:41 PM - Updated 22nd Mar 2022 at 5:04 PM by CmarNYC : Update
519 Comments / replies (Who?) - 18 Feedback 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
Using TS4 MorphMaker to relocate sliders

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:
V4.4.1
Added support for the LRLE image format.
Added ability to append slider/preset packages.

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_4_1_0.zip | Extract folder and run TS4MorphMaker.exe

Size: 8.97 MB · Downloads: 22,579 · 22nd Mar 2022
8.97 MB 22,579 22nd Mar 2022
TS4MorphMakerSource_3-22-22.zip | Source files, not needed to use the tool

Size: 8.89 MB · Downloads: 9,271 · 22nd Mar 2022
8.89 MB 9,271 22nd Mar 2022
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 File tab to see the download link. Click the link to save the .rar or .zip file(s) to your computer.
2. Extract: Use WinRAR (Windows) to extract the file(s) from the .rar or .zip file(s).
3. Cut and paste the file(s) into your Mods folder
  • Windows XP: Documents and Settings\(Current User Account)\My Documents\Electronic Arts\The Sims 4\Mods\
  • Windows Vista/7/8/8.1: Users\(Current User Account)\Documents\Electronic Arts\The Sims 4\Mods\
Need more information?
  • Anyone can use both .rar and .zip files easily! On Windows, use WinRAR.
  • If you don't have a Mods folder, just make one.
 
519 Comments / Replies (Who?) - 438 Feedback Posts, 53 Thanks Posts
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Page 21 of 21
Ms. Byte
Original Poster
#501 Old 30th Jan 2022 at 12:10 AM
Quote:
Originally Posted by Slipintospace
Sorry for being a bother, Cmar, but is there a way of making an in-game sim look exactly like the base mesh in MorphMaker?


You could try making empty face presets, with a morph made with identical base and morph meshes. I think I once made one for the forehead and it did make the face look like the base face mesh. As I recall there were some differences, though, which I think are morphs applied automatically by the game. If that's the case you might be able to approximate the unmorphed appearance - for example I think the game makes the eyes a little smaller and you could make a morph to enlarge them back.

Hope that makes sense and helps!

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
#502 Old 30th Jan 2022 at 1:13 AM
Quote:
Originally Posted by CmarNYC
You could try making empty face presets, with a morph made with identical base and morph meshes. I think I once made one for the forehead and it did make the face look like the base face mesh. As I recall there were some differences, though, which I think are morphs applied automatically by the game. If that's the case you might be able to approximate the unmorphed appearance - for example I think the game makes the eyes a little smaller and you could make a morph to enlarge them back.

Hope that makes sense and helps!

Thanks! This worked quite nicely.
Test Subject
#503 Old 1st Feb 2022 at 11:51 PM
Default Broken mesh
Hey! Is the exported obj file supposed to have broken mesh? There are parts that are separated from each other and if I fix it by removing doubles and snapping to symmetry, the mesh won't work for creating the DMaps because there are no longer the same number of vertices. If I fixed the base mesh too, it won't work either because it apparently notices the number of vertices has changed. Is this just something we have to live with or is there an error exporting the mesh?
Screenshots
Ms. Byte
Original Poster
#504 Old 2nd Feb 2022 at 12:41 AM
Quote:
Originally Posted by JMCh
Hey! Is the exported obj file supposed to have broken mesh? There are parts that are separated from each other and if I fix it by removing doubles and snapping to symmetry, the mesh won't work for creating the DMaps because there are no longer the same number of vertices. If I fixed the base mesh too, it won't work either because it apparently notices the number of vertices has changed. Is this just something we have to live with or is there an error exporting the mesh?


No, the mesh should not have open seams. Maybe something happened in the Blender import. Btw, you should be able to modify a mesh, export it as the base, then modify it to a morphed shape and export that as the morph mesh. For DMaps, as long as the base and morph meshes have the same list of vertices and the same faces it should 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
#505 Old 5th Feb 2022 at 3:39 AM
Hello, I am using your program and it is really easy to use, thanks so much! I am making several height body presets like LUUMIA's, but I have had the preset look completely different from its blender and morph maker views/previews. My body preset ends up making the hair look attached to the sim but also floating. Pics shown. (The left, shorter sim of each pair is made from my preset the other is EA's default height.)
Screenshots
Ms. Byte
Original Poster
#506 Old 5th Feb 2022 at 11:49 AM
Quote:
Originally Posted by BogusAva
Hello, I am using your program and it is really easy to use, thanks so much! I am making several height body presets like LUUMIA's, but I have had the preset look completely different from its blender and morph maker views/previews. My body preset ends up making the hair look attached to the sim but also floating. Pics shown. (The left, shorter sim of each pair is made from my preset the other is EA's default height.)


Bone morphs are very tricky because the game has mechanisms to control bone positions and movements that MorphMaker can't duplicate. They generally work okay on the face, but every time you use bone morphs on the body it's probably going to involve trial and error trying to correct the in-game glitches. Sorry I can't be of more 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
#507 Old 18th Mar 2022 at 7:11 AM
Hi, does anyone know how I can change the controller for a custom slider to something else so that I can use two sliders that currently occupy the same slider? The sliders I'm using are Dumbabysims Creepy Grin and Squeamishsims Temple slider. They both use the forehead slider in detailed mode and I'm trying to use both together....... Are there any tutorials for this? Sorry to be a bother but I've been searching for a tutorial for days and I'm very unfamiliar with this tool.

Thanks in advance!
Ms. Byte
Original Poster
#508 Old 18th Mar 2022 at 6:46 PM
Quote:
Originally Posted by Widowmaekr
Hi, does anyone know how I can change the controller for a custom slider to something else so that I can use two sliders that currently occupy the same slider? The sliders I'm using are Dumbabysims Creepy Grin and Squeamishsims Temple slider. They both use the forehead slider in detailed mode and I'm trying to use both together....... Are there any tutorials for this? Sorry to be a bother but I've been searching for a tutorial for days and I'm very unfamiliar with this tool.

Thanks in advance!


It can be done but it's not exactly simple and requires some understanding of how the slider system works. I've started on a tutorial but it'll probably take a couple of days.

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
#509 Old 18th Mar 2022 at 7:16 PM
Quote:
Originally Posted by CmarNYC
It can be done but it's not exactly simple and requires some understanding of how the slider system works. I've started on a tutorial but it'll probably take a couple of days.


Thanks for the response! I'll look out for that tutorial
Ms. Byte
Original Poster
#510 Old 22nd Mar 2022 at 5:06 PM
Quote:
Originally Posted by Widowmaekr
Thanks for the response! I'll look out for that tutorial


Tutorial is done: https://modthesims.info/showthread.php?t=665790

Took a little longer since I also did an update to the tool to make this kind of thing easier.

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
24th Mar 2022 at 8:16 PM
This message has been deleted by thiagomichel.
Test Subject
DELETED POST
24th Mar 2022 at 8:59 PM
This message has been deleted by thiagomichel.
Test Subject
#511 Old 24th Mar 2022 at 8:59 PM
Quote:
Originally Posted by CmarNYC
Tutorial is done: https://modthesims.info/showthread.php?t=665790

Took a little longer since I also did an update to the tool to make this kind of thing easier.


I wanted to know why my Preset is getting the arm inside the Sim, I don't know what I'm doing wrong.

Bone Morph
Ms. Byte
Original Poster
#512 Old 24th Mar 2022 at 9:15 PM
Quote:
Originally Posted by thiagomichel
I wanted to know why my Preset is getting the arm inside the Sim, I don't know what I'm doing wrong.

Bone Morph


If you're using a bone morph to make the legs longer, my guess is that's why. The body meshes use calculations based on some slot joints to position the arms, and maybe those aren't working with the proportions changed. Any bone morph used on the body is very tricky to do, especially if you're moving any part of the body vertically.

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
#513 Old 24th Mar 2022 at 9:22 PM
Quote:
Originally Posted by CmarNYC
If you're using a bone morph to make the legs longer, my guess is that's why. The body meshes use calculations based on some slot joints to position the arms, and maybe those aren't working with the proportions changed. Any bone morph used on the body is very tricky to do, especially if you're moving any part of the body vertically.

Is there any way to fix this?
Ms. Byte
Original Poster
#514 Old 24th Mar 2022 at 10:36 PM
Quote:
Originally Posted by thiagomichel
Is there any way to fix this?


I don't know. You can look at height sliders to see what adjustments they make. You'll just have to experiment.

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
#515 Old 2nd May 2022 at 11:32 AM
I cannot find the answer to my question but is it possible to create high poly body preset? Like much more vertices than base mesh
ps. sorry for advance if my question's too ridiculous
Ms. Byte
Original Poster
#516 Old 2nd May 2022 at 12:15 PM
Quote:
Originally Posted by hijimare
I cannot find the answer to my question but is it possible to create high poly body preset? Like much more vertices than base mesh
ps. sorry for advance if my question's too ridiculous


All a preset can do is change the shape of the mesh, not add polys.

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
#517 Old 2nd May 2022 at 12:47 PM
Quote:
Originally Posted by CmarNYC
All a preset can do is change the shape of the mesh, not add polys.

what a pity... thank you very much for quick response!
Test Subject
#518 Old 6th May 2022 at 6:26 PM
When cloning a hotspot control I see species '5' which should very likely be 'Fox'.
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