#1

6th Nov 2014 at 6:29 PM
Last edited by mladen95 : 28th Nov 2014 at
1:24 PM.
DEFORMERMAP RESOURCE/ 2nd UV MAP UPDATE 11/28/2014 (.bt FILE)
@SIMGURUMODSQUAD
Hello. Deformer maps (Dmaps) are a big-ish topic, I'll start with the basics:
Dmap resources define a displacement for model vertices when the model is constructed to achieve deformation of the Sim geometry based on user customization. There are many Dmap resources, a particular resource will define a gender/age, region and a morph state (for example "yfBody_Heavy", "yfBody_Fit", "ymFeet_Long", "ymFeet_Short"). Furthermore there are two variations of the resource, one the contains the normal and one that contains the vertex delta - for example, "ymFeet_Short_Normals" (resource db43e069:00000000:c351e7260b39e239) and "ymFeet_Short_Shape" (resource db43e069:00000000:cbe85057a5c4ac2a).
Within a Dmap resource itself there can be two sets of data defined, one for skin tight geometry and one for "robe" data (i.e. with clothing on). This is because deformation should affect the geometry differently depending on if the geometry is loose clothing as opposed to skin or skintight clothing.
The 2nd UV set in the CAS part geometry maps to the displacement data encoded in the the Dmap resource which is used to modify the geometry when the Sim is built. Additionally vertex color in the geometry is used to weight between the "skintight" or "robe" data - this allows gradual transition from skintight to clothing.
The Dmap data is encoded in a pretty custom format (RLE, with skintight and robe data interleaved, data normalized, plus some additional complexity due to optimization). I will work on getting a .bt file for you guys of this resource. Stay tuned.
ORIGINAL LINK