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- Milkshape 3D - Can a full body morph be created by combining separates? ***SOLVED!
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- Milkshape 3D - Can a full body morph be created by combining separates? ***SOLVED!
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For GEOMs, for each morph make a BGEO using the top as lod1, the bottom as lod1_1, top as lod2, bottom as lod2_2, etc. Clone a fullbody mesh with two meshgroups with S3OC and replace base lod1 with your top, base lod1_1 with your bottom, etc. Then replace the BGEO with yours.
Does that answer your question?
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Posts: 4,419
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You might exceeded the joint limit of 60?
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Joints are an area of meshing I haven't worked with (or even understand) at all. I don't even know how to get the bone count off the meshes I have. I've been cheating by using the Mesh Toolkit auto-tools or the WELD TOGETHER trick in MS3D. It's becoming obvious I'm going to have to learn how to deal with them now though. This body mesh has no clothing reference meshes available to copy from.
I just went through the tutorial to create lod3_1 for the afBodyDressTight_Halter, but used S3OC to clone the package instead of CTU. Much to my surprise lod3_1 already existed when I did a deep clone, and there is only a single VPXY file in the package. Not really pertinent to this project, just thought I'd let you know.
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You might have the comments wrong in the GEOM?
Each lod/mesh can use up to 60 joint assignements max, if you exceed it you need a 2nd meshgroup.
Fullbodyoutfits often exceed that limit and have a 2nd meshgroup were a part of the mesh is loaded(usually a few fingers)
The tutorial is kinda old, i wrote it when we only had CTU to create clothing.
It does however explain how to add more meshgroups to a outfit.
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This is additional info so no one will think I'm trying to take any credt AT ALL for someone else's hard work. Bobby is aware that I'm working with his body meshes. I've left him a few messages on the Creator Forums thread at BAS, as well as a few screenies of a monokini mesh I made to fit the body. It was when I tried to export the monokini's UV Map from Lithunwrap that I got an error saying the poly count was too high to be exported as an MS3D file. If I'm going to work with this body I have to reduce the poly count OR split the mesh.
Just today I found default replacements for this body in both adult and teen sizes. There's no full body mesh for either one though, each is done as separate tops and bottoms and are posted in 4 different packages. Each package contains 1 key, 3 geoms, and 4 bgeo's. I haven't looked closely at them yet, but I think lod2 and 3 are EA default bodies.
I'm really looking forward to making CC with this body, but won't make any more until I have a good, stable, full body nude mesh to work with. That will include all 3 lod's and morphs. Whatever CC I do make will probably end up in its own lod group (i.e. lod1_2, etc). I haven't even attempted the pregnant morph yet. There are some pics of a pregnant morph posted, but the mesh itself has never been released. I'm hoping I can get a copy of the work that Bobby has done -- nothing I'm able to make at this point even comes close to what has already been started. It looks finished to me!
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Its not a sims2 package is it?(you can not open those with sim 3 tools)
I have to worn you that multilayered clothing is pretty hard for sims 3, there is just not enough room on the map(but you know that already)
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I didn;t know he made the shape for sims 3 aswell? Its not a sims2 package is it?(you can not open those with sim 3 tools) |
This is a Sims 3 mesh based on one of his Sims 2 bodies. I've got the bikini installed in my game and it looks pretty awesome. He said he probably won't do any more meshing for Sims 3 because the tools just aren't available to work in Blender or 3DS Max. If you want the packages, the bikini is HERE and the default replacements are SOMEWHERE on the BAS adult site! I just tried to locate them again with no success even though I downloaded them a few hours ago. I think there would be a lot more interest in this mesh if it were more readily available. I mean -- I know it exists, just downloaded it a short while ago, and couldn't find it again when I was looking for it! The teen mesh is pictured, you can tell by the arm position it's a Sims 3 mesh.
I plan to make the meshes normally, just split them into sub-lod's to package them up. I've had enough layering for a while!
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Someone is working on a import/export plugin for 3ds max tho(on TSR)
Import works already
You prolly can get the meshes with a older TSRW version(RC4 for instance) exept that those versions are hard to find....
Edit,
Oh, google is still my friend:
http://www.4shared.com/get/wWjogzTn/tsrw_rc4_v2.html
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I prefer to work in TSRW, but in this case the geoms and Mesh Toolkit was the easier option with the tools I had available at the time. Still, thanks for the link to the older version of TSRW. Leave it to the Russians to keep the good stuff available for the rest of us!
Another unrelated note -- I watched a few tutorial videos for Blender and WOW! I gotta learn how to use it! My jaw was hanging open while I watched a 3D head get sculpted and then the wireframe mesh "snapped" to it. I'm gonna look into 3DS max next. I like the fact that Blender is free, but if I'm going to learn a new piece of modelling software I'm going to go with the one that will work best for me. If I'm not mistaken both 3DS Max and Blender work fine with OBJ files, and I can use MS3D to make those meshes Sims friendly. Assigning the bones will still be an issue until I have some new stuff I can copy from. I gotta say though, if someone is working on the 3DS Max exporter there's a HUGE advantage in going that way.
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Bobby did recreate that for Sims 3, it does look good in game. Polycount is easier to manage in 3 than the Sims 2 one.
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If you're going from GEOMs to TSRW, be sure to convert the meshes using Toolkit rather than exporting GEOMs as WSO with Milkshape, which doesn't convert the bones/joints correctly. |
Well, THAT explains the wonky arms I kept having to replace on the layered top. I was switching back and forth from geom to wso all the time while trying new things.
I just tried to replace lod1_0 and lod1_1 in TSRW using the original meshes. All I got was a message that said ERROR and TSRW shut down. I'm going to work exclusively with geom's until I get this package complete.
The poly count on the bottom has been reduced 50% and the difference in appearance is almost zero. The count is still a lot higher than the EA default, but I think all but really outdated systems will be able to handle it. I did a little work on the right shoulder so the left and right arms are interchangeable now. While I was replacing the R shoulder with a L mirror I tweaked the UV map too. The mesh was small enough without the arms to export out of Lith. That should prove handy when lod2 and 3 are made. It sure made replacing the arms a lot easier when I cut lod1 down by 50%. I plan to rework the navel a little too. There are 150 faces on that tiny spot alone. It makes for an awesome mesh, but not really practical for normal gameplay. Now it's break time -- I'll do more later! Thanks everyone for chiming in with tips and tricks to get this full body version of the mesh up and running!
Posts: 4,419
Thanks: 2481 in 21 Posts
Dont worry about the polycount, 15000 for a fullbody will just work fine.
WSO has a diffrent joint order then GEOMS, i have a conversion file somewhere but you can use Toolkit for it aswell.
The WSO skeleton is here: http://www2.modthesims.info/showpos...99&postcount=18
You still might want to use it after you boneassigned Bobby's mesh and want to finetune the assignements(with Milshape's ANIM tool)
If you are planning to use the mesh for adult related stuff(bit like the shirt you made) i do want to warn you that there are paysites arround stealing your nice work and uploading it as pay item.
Already happened to Cmar and me.
Reason i stopped sharing my work
The 3ds MAX plugin is here: http://forums.thesimsresource.com/i...57#entry2303857
Posts: 367
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Also, you need to blur the naughty bits in that pic. Wouldn't want you to get In trouble.
Posts: 367
Thanks: 1002 in 16 Posts
Here are the meshes I've been trying to open in TSRW. I create a new project, load the afBodyDressTight_halter, and try to import these 2 meshes as lod1. Things go all sideways at this point ---
Thanks again for all the help with this. One of these days I might actually learn how to do this stuff.
lod1.7z (234.2 KB, 325 downloads) - View custom content | ||
Date Time Attr Size Compressed Name ------------------- ----- ------------ ------------ ------------------------ 2012-11-30 21:06:42 ....A 709699 239627 lod1_0 top.obj 2012-11-30 21:07:50 ....A 700224 lod1_1 bottom.obj ------------------- ----- ------------ ------------ ------------------------ 1409923 239627 2 files, 0 folders |
Posts: 4,419
Thanks: 2481 in 21 Posts
And the top crashed my milkshape
after running the top through 3ds max i was able to import it in MS but i needed to redo the normals and the mesh had few unsnapped vertices on the back of the right shoulder.
After fixing those and exporting i ran them through toolkit , boneassigning and creating morphs.(Gotta love that tool!)
Both import fine in TSRW and morph and animate correct.
If you are going to continue with these you do need to fix the normals on the neck
MTS_sciguy77_1337533_lod1.7z (896.7 KB, 318 downloads) - View custom content | ||
Date Time Attr Size Compressed Name ------------------- ----- ------------ ------------ ------------------------ 2012-12-01 05:20:37 ....A 2956382 918045 lod1.wso 2012-12-01 05:20:44 ....A 2913350 lod2.wso ------------------- ----- ------------ ------------ ------------------------ 5869732 918045 2 files, 0 folders |
Posts: 616
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Had the same happen to me Bloom regarding my stuff, gone into semi retirement over it.
Posts: 367
Thanks: 1002 in 16 Posts
Those are obj file? And the top crashed my milkshape |
That's odd, I never had any issues with opening this mesh in MS, only TSRW. I sent you the .obj files because the only options to import a mesh into TSRW are as WSO's or OBJ's. Since I couldn't ever get the mesh to load, sending you a WSO seemed kinda pointless.
after running the top through 3ds max i was able to import it in MS but i needed to redo the normals and the mesh had few unsnapped vertices on the back of the right shoulder. |
I thought I had all those vertices on the R shoulder fixed! I did tweak the shoulder so the L and R arms could be mirrored. When making so many meshes to accomodate the morphs states and lod's, that was a no-brainer to keep the hands animating properly. I'm not really sure why the normals gave you problems -- maybe I sent an obj that hadn't been corrected. The package I tested in-game looks awesome.
If you are going to continue with these you do need to fix the normals on the neck |
I'll get right on fixing the normals. I converted this to the full body package so I can load my game with lots of CC using this body and not have to deal with locating the matching separates in CAS. Thanks so much for getting this to work in TSRW Bloom, I can now spend less time manipulating meshes and more time making new ones!
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Thanks: 2481 in 21 Posts
I spotted the area of the verts after it came out of M3d max and could not fix the normals on the back shoulder.
You probably can reproduce it by importing the obj with autosmooth on in MS, 2 or 3 vertice are not connected when trying to alligne the normals.
I didn't fix the neck and i saw you also have to fix the ankles
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Just a side note -- When I was working on the lod2 body, I converted it from geom to wso using toolkit. It opened fine in TSRW, but the mesh had a ginormous gap even though the mesh looked fine. I had to use the auto-assign bones tool to get it corrected. I'm thinking this modified waist is going to come back and bite me in the butt before too long. I'm starting to get a feel for just how important bone assignment are though -- maybe I'll be able to handle it by myself now if it should come up again!
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