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Quote: Originally posted by wes_h
I want to thank everyone for the nice comments, and the tutorial, which, unfortunately, I got a corrupted download of and wasn't able to read. I live out in a rural part of a rural state and my dialup internet is Slooowww... so I have to budget my time on downloading big files.
<* Wes *>
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I finally got a complete look at Suzy's tutorial, and it is nicely done.
There is a more convoluted, but more reliable, way of finding the right mesh for a bodyshop item. It involves using the "shape" line mentioned in the 3DID, going to that SHPE in the Sims03.package, and from it's reference taking the referenced NAME of the "GMND", and using the nametable in Sims04.package to find it. Then find the mesh in Sims03.package by the instance filter.
The game definitely uses the mesh referenced by the four values in the reference tab of the GMND: type (0xAC4F8687), instance hi, group and instance as the link between the GMND and the GMDC. The name the mesh was given is immaterial to the internals of the game engine, and the similarity of the names was probably due to Maxis' internal conventions and practices. In some cases, the mesh (GMDC) may not have a name that is so similar to the shape that you will be able to find it by visual identification.
My last comment would be, if you want to make complex and far ranging modifications to the main mesh, you would, ideally, look over the way the bone secondary assignments are made in the morph models and create new models from the original base model (as opposed to trying to make the same exact sets of changes three times), only you move vertices now to make them fat or pregnant (like suzy shows, select and move vertices).
In the next set of plugins, which are now awaiting the release of MilkShape 1.7.7, this will be much easier, as the bone assignments are imported and stored all in the main model, and only the vertex location differences are used to make the morph data.
Tying both secondary bone assignment and vertex location to the "BODYMOD" models was a mistake I made in the BodyChop plugins. With the help of Mete from MilkShape, we will now be able to handle the multiple bone assignments issue much better.
<* Wes *>
If you like to say what you think, be sure you know which to do first.