- Site Map >
- Modding and Creation >
- Sims 2 Creation >
- Body Shop >
- Body Shop - Meshing >
- modding maxis to fit HBB
- Site Map >
- Modding and Creation >
- Sims 2 Creation >
- Body Shop >
- Body Shop - Meshing >
- modding maxis to fit HBB
Posts: 859
I'm thinking there must be another way like maybe some kind of magnetes I've heard about which I don't know anything about. Any idea cause I can't get enough clothes for HBB as it's been a long time since marvine and beoxboxboy and others made any clothes for that bodyshape. Any Ideas as what I should do and how? Thanks in advance.
Posts: 4,419
Thanks: 2483 in 21 Posts
I can walk you through the process?
Posts: 859
You could use Cmars Toolkit to convert the shapes(i think) I can walk you through the process? |
Posts: 4,419
Thanks: 2483 in 21 Posts
The base mesh is a default male nudefullbody and the fatmorph should be a copy/duplicate of that mesh but shaped as the HBB.
It might be easier to start with the nude HBB as fatmorph and duplictate it to create the base mesh.
Can you provide me the HBB fullbodynude mesh?
Posts: 859
you basicly need to create one mesh, a reference mesh. The base mesh is a default male nudefullbody and the fatmorph should be a copy/duplicate of that mesh but shaped as the HBB. It might be easier to start with the nude HBB as fatmorph and duplictate it to create the base mesh. Can you provide me the HBB fullbodynude mesh? |
Posts: 4,419
Thanks: 2483 in 21 Posts
Toolkit has the option to reshape meshes as morphs if it has a reference mesh.
So wat you need is:
basegamemesh(preferable a nude fullbody) with a fatmorph shaped as the HBB.
If you have these 2 you can shape any other basegame mesh into a HBB fatmorph
After that you just keep the morph as basemesh, delete the basegame mesh.
Just upload the fullbody HBB nude if you can and ill have a go.
Posts: 859
i know exactly wat you mean Toolkit has the option to reshape meshes as morphs if it has a reference mesh. So wat you need is: basegamemesh(preferable a nude fullbody) with a fatmorph shaped as the HBB. If you have these 2 you can shape any other basegame mesh into a HBB fatmorph After that you just keep the morph as basemesh, delete the basegame mesh. Just upload the fullbody HBB nude if you can and ill have a go. |
Posts: 4,419
Thanks: 2483 in 21 Posts
I can use the nude HBB to give the default suit a HBB shape.
the superhero is HBB?
http://www.insimenator.org/index.php/board,161.0.html
Is this the one?
http://www.insimenator.org/index.php/topic,17784.0.html
Posts: 859
no, i didn't say that. I can use the nude HBB to give the default suit a HBB shape. the superhero is HBB? http://www.insimenator.org/index.php/board,161.0.html Is this the one? http://www.insimenator.org/index.php/topic,17784.0.html |
Posts: 4,419
Thanks: 2483 in 21 Posts
Anyway, like i said you need a mesh, shaped as the default nude male.
It needs a fatmorph wich has the shape of the HBB.
Those will be your reference meshes and saved as GEOM(Wes H his exporter) or as WSO(wich is tsrw's exporter)
The meshgroupnames must be group_base and group_fat
If you have those 2 you can turn any other mesh into the HBB shape.
Wat you do is:
Import a default basegame mesh in Milkshape, your suit for instance
call it group_base
Export the file as in WSO format
Start toolkit and choose the tab autotools for WSO
In the autocreatemorphs tab you import the basegame mesh with its duplicate under WSO mesh to morph
The reference mesh you import in the 2nd box
Tick interpolation and create a new morphgroup
Save your file
Import the file in Milkshape
fix the comments and meshname
export as unimesh
TSRW: http://www.thesimsresource.com/workshop/
The milkshape plugins are in the extra's folder
Cmar Toolkit: http://nene.modthesims.info/download.php?t=481950
Posts: 859
HHB is huge bodybuilder right? Anyway, like i said you need a mesh, shaped as the default nude male. It needs a fatmorph wich has the shape of the HBB. Those will be your reference meshes and saved as GEOM(Wes H his exporter) or as WSO(wich is tsrw's exporter) The meshgroupnames must be group_base and group_fat If you have those 2 you can turn any other mesh into the HBB shape. Wat you do is: Import a default basegame mesh in Milkshape, your suit for instance call it group_base Export the file as in WSO format Start toolkit and choose the tab autotools for WSO In the autocreatemorphs tab you import the basegame mesh with its duplicate under WSO mesh to morph The reference mesh you import in the 2nd box Tick interpolation and create a new morphgroup Save your file Import the file in Milkshape fix the comments and meshname export as unimesh TSRW: http://www.thesimsresource.com/workshop/ The milkshape plugins are in the extra's folder Cmar Toolkit: http://nene.modthesims.info/download.php?t=481950 |
Posts: 4,419
Thanks: 2483 in 21 Posts
All wat comes next is a few clicks.
The tool is indeed designed for sims 3 but works for sims 2 also(as long as the meshnames are the same)
Posts: 859
actual it is a very very easy, you just need to create a proper reference mesh All wat comes next is a few clicks. The tool is indeed designed for sims 3 but works for sims 2 also(as long as the meshnames are the same) |
Posts: 4,419
Thanks: 2483 in 21 Posts
take out the 2 dll's and place them in your Milkshape directory.
i am working on a hbb reference mesh, i might use it for a small tutorial
Posts: 859
you have to download tsrw for sims 3, in its installation folder there is a extra's folder with the plugins. take out the 2 dll's and place them in your Milkshape directory. i am working on a hbb reference mesh, i might use it for a small tutorial |
Posts: 4,419
Thanks: 2483 in 21 Posts
I also have trouble running milkshape with my current graphic card.
So i installed the MESA driver for milkshape, it excludes some dll's i believe or forces milkshape to run in software mode.
Worked for me.
Posts: 4,419
Thanks: 2483 in 21 Posts
Well, the reference mesh is already there, it is the original HHB from Marvine.
but in order to transform other meshes into that shape you need a duplicate of the HBB mesh but shaped into the original maxis bodyshape.
Then the original hhb becomes a morph.
When you have those 2 then you can use meshtool to convert other shapes.
Tookit will auto duplicated the maxis mesh and morph it into a ''morph'' mesh with the hhb ''morph(group_fit) as reference.
lol, hope this makes sence...
Edit, one hour later....i roughly shaped a duplicate of the hhb into the original maxis mesh with the original maxis male in the background.(file hhbconversion.ms3d)
then i deleted the oiginal maxis ''reference'' meshgroup
i renamed the original hhb to group_fit and the reshaped(the duplicate of it) to group_base(these names are important for meshtool)
i exported the file with the WSO exporter(a plugin part of TSRW, made for milkshape) and saved it as HHBconversion.wso.
i started new and imported the original maxis kilt into milkshape(without the morph) and renamed the body meshgroup to group_base.
then i exported it as wso file and named it test.wso
i started meshtool and in the tab autotools for WSO i loaded the kilt(test.wso) and loaded the hhbconversion.wso in the reference box.
i let toolkit generate the new file and saved it as outcome.wso.
At this point the mesh(and its morph, a new group_fit) still have their boneweights but the skeleton is screwed so:
started new in milkshape and imported a male maxis mesh(or female) to bring in a correct skeleton.
then i imported the the wSO file ''outcome.
I deleted the maxis mesh
I deleted the meshgroup_base
i renamed the group_fit to body and gave it the correct comments in its comment box.
i exported with UNImesh export and named it finalresult.
To make things perfect you might want to finetune the group_base in the first ms3d file i described.(i roughly shaped it like the hhb but it could be closer to the maxis male.)
I know it sounds all complicated and i prolly have to write a tutorial about it but i dont have the time right now, i already got carried away with this attempt.
I hope you understand, if not then use my reference mesh in the near future.
After these conversions you do need to fix the neck!!!!
http://www.2shared.com/file/MIHTgH4q/enji.html
Arie Bloom
Posts: 4,419
Thanks: 2483 in 21 Posts
It is wise to also reassigne the boneweighting with toolkit.
Marvine used other boneweights on the shoulder part.
to do so you:
-Open up toolkit.
-autotools for WSO.
-auto assigne bones tab.
-pick your new custom mesh for the first box.
-use the hhbconversion in the 2nd box.
-save
Posts: 616
Thanks: 9626 in 36 Posts
Also I guess it would work on Warlokk's female shapes too from Maxis?
Posts: 4,419
Thanks: 2483 in 21 Posts
For all his HIRES shapes he used the same base mesh wich i think he once released as default naked replacement.
The XHI shapes are also based on one basemesh.
He applied all his Poser magnets to these 2.
This can easily be checked by importing one of the base shapes and one of his custom shapes set as fatmorph.
They most likly will export fine with Unimesh.(as a set)
I know because he always used just one file(OBJX) to bring back in the rig and boneweighting(after the OBJ came out of Poser) so all meshes(the naked ones) he released must be identical.
So for those you dont need to create a basemesh, it already exists.
Would be a few clicks to create a reference mesh..
Edit,
Just did a quick test with the afTopNakedHi_34BNat and the afTopNakedHi_34DEnh set as its fatmorph, exports fine.
With a few exeptions(on some he manually added some faces to fintune the shape) you should be able to create any reference mesh you want for any shape.
This example would be a reference mesh for a naked mesh, if you need a clothing mesh(more smoothened out) you most likly need the MAXIS original and one of his set linked to it as fatmorph.
The lean bodybuilder however requiers you to duplicate the mesh and scale it down to maxis original maxis maleand set it as base mesh, like i did with the HBB.
Posts: 616
Thanks: 9626 in 36 Posts
Hopefully I manage to get it right
Thanks Bloom
Posts: 92
Thanks: 1113 in 4 Posts
Thanx a lot !
My uploads for TS2 :
¤ Buy Juices on Community Lots
¤ Charge Harvest on Community Lots
¤ Casual Job Fix
¤ Graduation Party's Clothing Mod
Posts: 276
Thanks: 165 in 2 Posts
Posts: 92
Thanks: 1113 in 4 Posts
So I guess I'm the only stupid monkey who can't figure this out. Everytime I try I just end up with an exploded mess of vertices vomited randomly (or so it seems) around the skeleton. Can anyone tell me what I'm doing wrong? |
It's hard to help unless you write what you're doing step by step.
Are you using your own conversion file or the one uploaded by Bloomsbase in post #17 ?
My uploads for TS2 :
¤ Buy Juices on Community Lots
¤ Charge Harvest on Community Lots
¤ Casual Job Fix
¤ Graduation Party's Clothing Mod
Posts: 276
Thanks: 165 in 2 Posts
I have the maxis am nude as my group_base and the runner nude as the group_fat in my template mesh.
I have the clothing I want to convert with no morphs as my group_base.
I run them through the mesh toolkit, and back in Milkshape I just get this:
Who Posted
|