Hair Meshing Tutorial *UPDATE APRIL 24 2006*
THIS IS AN ADVANCED TUTORIAL
I STRONGLY suggest that, if you are NEW AT MESHING!!! that you start with body meshing. It is MUCH easier and learning that first would be a good (good!!) idea!
CLICK HERE TO GO TO THE UNIMESH TUTORIAL AND LEARN BASICS
And then do the other 2 Unimesh Tutorials, you will need to know things from them, also
and a Beginner's Unimesh Hair Tutorial with Pictures
this tutorial is now over a year old, and might contain methods that are not optimal - please use the other tutorial above for up to date info
This tutorial primiarly covers the DIFFERENCES between editing a body mesh and editing hair meshes.
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I'm attempting to redo this with a bit of an update. Tig, if there's anything I missed that you see, hopefully it won't be too bad, or you could fix it.
Thanks.
How To Make a Hair Mesh
Programs Needed:
-SimPE
http://sims.ambertation.de/
-Milkshape 3d
http://chumbalum.swissquake.ch/
You also need the wes_h Milkshape plugins.
http://www.modthesims2.com/showthread.php?t=122399
Make sure that the plugins are installed in the directory folder where Milkshape is installed on your computer.
1. Open Bodyshop. Decide which hair you would like to edit and export that as a project file.
2. Do any editing that you would like to do on the textures before reimporting it. Then import it into the game.
3. Close bodyshop.
4. Open your Sims 2 directory on your hard drive. This is not in the same place as where your neighborhood data is. This contains all the base information needed for any user to play the game. On my computer it is C:\Program Files\EA GAMES\The Sims 2
5. Go to EA GAMES --> The Sims 2 --> TSData --> Res --> Sims3D. Open Sims03. This contains all of the original game's GMDC files. These are the ones that you will be editing. I usually export a lot of them at a time, so I don't have to keep going back into that package file to find more hair meshes.
*If you had exported a hair from either Nightlife or University, then you will need to open those directories instead. The folder 3D for the expansions is the same as Sims3D for the original game.
(University: EA GAMES --> The Sims 2 University --> TSData --> Res --> 3D. and Nightlife: EA GAMES --> The Sims 2 Nightlife --> TSData --> Res --> 3D)
6. I don't really know how to tell you to find the right mesh for the hairstyle you chose, although I'm sure that there is a way. I scan through all of the names to see which one seems like it would be that particular mesh. It helps if you have one of the newest forms of
SimPE because you won't have to use the name map to find the instance to find the right mesh. Make sure you export the right age group/gender for your mesh. A= Adult T = Teen C= Child P= Toddler E= Elder F= Female M= Male.
The age and gender will becombined to make the beginning of the name of the mesh. (Example: af = adult female)
There's not any hair meshes for elders, because the adult meshes fit their head, so by editing an adult mesh, then you are actualy making a mesh for adults and elders. (If you have University then the same mesh will fit the Young Adult as well )
Once you find the mesh(es) that you want, then left click on them and export them. I usually keep all of them that I export in organized folders. It is good to do so, because then you can go back and edit them again if you'd like. You can do whatever you'd like but it makes it easier to edit that mesh if you save them by their name. Example: afHairLongSimple, I would save as: aflongsimplegmdc. This way, if I choose to edit the mesh later, I will know which one it is.
7. Open Sims04 and export the GMND file that corresponds in name with the GMDC file you exported. After you do that, do the same for Sims05 (SHPE files) and Sims06 (CRES files) I usually name the files the same as the name that I called the gmdc file, but instead of gmdc at the end, it would be the right four letters for whatever file type it is.
8. Now you can edit your mesh. Use the wes_h plugins to import one of the gmdc files into Milkshape. Milkshape is fairly easy to use, so hopefully you can figure out how to edit your mesh. Since I'm not doing a sepcific example, I can't exactly tell you what to do. It's up to you do make it how you'd like.
When you are done editing your mesh, MAKE SURE that all the vertices are assigned to a joint. It WILL NOT work if they are not all assigned. To do this, click on the tab label "Joints" on the left side of the screen. (or where ever you have the menu thing)
Now, with the new Milkshape plugins, you can do multiple assignments for one joint. This makes it MUCH better animated and flow easier than if vertices are only assigned to one joint.
I'm still sort of figuring how to use these well myself, but if you get a balance between the joints it should flow very well in the game. For hair meshes, I find that I usually only use the "head," "neck" and "spine2" joints. The neck and head joints are fairly self-explanatory for their location, but the spine2 joint refers to the area around the shoulders. Depending on the location of the vertice, you need to come up with the right percentages for the joint assignments. Hopefully this makes sense.
The vertices on the head need to be assigned to the head joint. I always assign them 100% to the head. As you go down, the spot that the neck joint actually assigns to is a little bit above where the neck actually is, so as you move down on the mesh, lower the percentage of the head assignment, and raise it for the neck joint. By the time I get to where the neck actually is, I start adding in the spine2 joint. When it's in the general middle neck area, I tend to keep it at percentages close to 45 for the neck, 20 for the spine2 and 35 for the head, but as you go down on the mesh, the percentages would change. If you just play around with it a little, you can get what you're hoping for.
That was only for long hair meshes. If you make short meshes, you usually don't need the spine 2 joint, because hair won't need to be stuck to the shoulders. I still find it useful though. For short hair meshes you'd only really need the neck and the head joints.
Hopefully that makes sense and you can understand better how to assign joints.
That was difficult to write.
If you click on a joint then it will appear red. DO NOT move these. It will affect how your mesh looks and it usually doesn't come out very well. Assign any vertices surrounding the joint to it. This will affect the animation and how it moves when the Sims turns their head.
For the back few vertices, I have found that I usually have to lower it by just a little bit. Where I had originally said that you need to assign the vertices to the neck joint, now, with the new UniMesh Plugins and the new Milkshape, you can assign multiple vertices to one joint. For most meshes, the vertices on the back of the neck are usually 50/50 for the neck and the head joints. This seems to work well.
If you'd like to animate, then you can check
here.
I suggest you DEFINATELY wait until you can successfully make hair meshes before even attempting something like that.
Export your finished product.
9. Once you have all four files (GMDC, GMND, SHPE, and CRES) and your new mesh file, you are ready to make the new pacakge file containing your mesh.
Open SimPE. Make a new package. Add your four extracted files to the package. Click on the GMDC file. You will be replacing this file with yoru new mesh. First though, you will want to copy the name of it. Then, replace it. Fix the name so that it is EXACTLY how it was before you imported it.
10. Fix integrity. You can do this by going to (at the top): Tools --> Object Tools --> Fix Integrity.
This is when I give my new mesh a name. Under ModelName I always type in my name, followed by the age, and then the name of the mesh. For my adult Willow mesh, I put djafwillow. You can put in whatever you want I guess but make sure it has your name on it. I usually put it that way so that it is the same as the name of the actual mesh itself. Click Update, then Okay.
11. I save all my meshes in one format. To do it the way I do you would save your mesh as MESH_YourNameAgeNameDate.
And example of this is my Willow mesh for adults. I saved it as MESH_djafWillow122405.
You don't have to include the age, but I always do because most of my meshes are for more than one age group.
Save this in your "Downloads" folder.
12. While still in your mesh package file, export your new CRES and SHPE files. I usually save them as, AgeNameFileType. (Example: afWillowshpe or afWillowcres) It does not matter what you name these as long as you know what they are. I keep them all in one folder, so that if I choose to apply the mesh to a different hair .package, then I won't have to go back into the mesh .package to get them.
13. The fun part : Applying your mesh to the bodyshop package.
Open the package you made in bodyshop. It will be in the SavedSims Folder. Add the CRES and SHPE files you extracted from your new mesh to this package.
In the Resource Tree, click on 3D ID Referencing File.
If you don't have expansions, then there will be 6 Files. If you do have expansions, then there will be 7. These are usually in order of age group going down. The first one would be toddler, second child, third teenager, fourth adult, and fifth elder. With expansion packs the order is the same except that Young Adult comes in between Teens and Adults. I'm not sure what the last one is, but you don't edit it, so leave it alone.
Click on the age group that corresponds with the mesh that you made. As I said before, the adult mesh will work for Young Adults, Adults AND Elders, so you will have to edit those too.
Sometimes the 3d ID files are out of order, so check to make sure that the adult and elder (and Young adult) age groups have the same resource node and shape numbers before going in and editing it.
Click "Package" A PackageSlectorForm will appear. Find the resource node and shape that you added and drag them to the 3D Id editor. Delete the resource node and shpe that are already in it and are at the top. Move your CRES and SHPE to the top in replace of those. The resource node must always be at the top. Click COMMIT!
Go back and delete the files you added to the package. SAVE!
Close.
14. You're Done!! Good Job! I hope you like your new mesh! Open Bodyshop or the game and check for errors or things you want to change. Good Job!
I hope this helps! Good Luck Everyone!!