TUTORIAL: How to Divide a Full-Body Mesh into Top & Bottom Meshes -updated 2 Nov 2006

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BeosBoxBoy:
This tutorial is written in the assumption that you have the following
software installed on your computer/workstation and a working knowledge
of that software.

   1. MilkShape 3D 1.7.10 - for USD $25.00/€25.00 you cannot beat it, and the tutorials
and support in the Sims 2 community is all aimed at this software. With the exception
of your image editor software, this may be the only purchase you need make to start
making custom content for The Sims 2.

2. Wes_h's UniMesh Plug-ins for MilkShape 3D.  Get them from the linked page
as they are newer than those included in MilkShape and have many bugs worked out.
Be sure to download the replacement "import" plugin further along in the download
thread!  This is crucial as noted below!

3. Demon432's AlignNormals and ExtendedManualEdit are invaluable assets
as well.

4. Microsoft .NET Framework 1.1 and 2.0 from Windows Update or from
.NET Framework Development Centre

5. Quaxi's Sims 2 Package Editor (SimPE)

6. LithUnwrap 1.3 for generating UV maps - other sources may be found by Google.
Do not be tricked into buying Ultimate Unwrap 3D.

As far as I know, there is not a method to do any of the things discussed
in this tutorial on a Macintosh.

IMPORTANT: If you are used to exporting OBJs and using MeshTool, then
be advised that method WILL NOT work to divide a mesh into a top and bottom.

IMPORTANT: some meshes have been exported with SMD Object Exporter by
Skankyboy and imported with SMD File Importer by Skankyboy for SimPE and are no
longer editable in MilkShape with the Unimesh plugins by Wes_h.  For these you
will need to edit the final .simpe file made prior to SMD export/import.  Wes_h has
released a replacement for the "import" plugin in a later reply in the download thread,
you must install that version to import the 5gd's of meshes that have passed through
Skankyboy's SMD plugin! (Thank you Wes!)

The SimPE Graphical User Interface (GUI)

The SimPE graphical user interface (GUI) has a number of sections that may be
referenced in this tutorial.

Those sections are:

The Toolbar or Menu

Figure 1. - Click to enlarge in a new window.


The Resource Tree

Figure 2. - Click to enlarge in a new window.


The Resource Detail Window

Figure 3. - Click to enlarge in a new window.


The Plug-in View

Figure 4. - Click to enlarge in a new window.


A Sims 2 mesh is comprised of 4 parts:

Name . . . . . . . . . . . . Abbreviation . . . File extension

Geometric Data Container . . . . GMDC . . . . . . . .5gd
Geometric Node . . . . . . . . . GMND . . . . . . . .5gn
Shape. . . . . . . . . . . . . . SHPE . . . . . . . .5sh
Resource Node. . . . . . . . . . CRES . . . . . . . .5cr

Figure 5.


For those of you familiar with Sims (original) meshing:

The GMDC corresponds roughly to the XSKIN in the original Sims.

The SHPE & CRES corresponds roughly to the CMX in the original Sims,
but the package file with the skin texture also has elements that
over-lap the similarity.

This tutorial assumes you have SimPE and it is working; it also assumes
you have made a temporary skin clone of similar shape and design as the
mesh needing skinned.

*** continued in posts below ***

BeosBoxBoy:
PRELIMINARY WORK WITH SIMPE

NOTA BENE Since the writing of this tutorial, Inge brought to my attention Peter Jones's PJ Body Mesh Tool for SimPE - if you use this in extracting mode it will go FAR faster than the older manual method in this section!

In this illustration I will be dividing afBodySundress_tslocator_gmdc
into a top and bottom.

We begin by first extracting the 5GD (GMDC) from Sims03.package located
in The Sims 2\TSData\Res\Sims3D

Extract the 5GD file to a temporary folder.

Now we begin extracting the various other files we need for the top and
bottom base packages. If you save these files to folders named "top" and
"bottom" respectively, it will be easier to reassemble them as needed.

from Sims03.package

   afBottomNaked_tslocator_gmdc
afTopNaked_tslocator_gmdc

from Sims04.package

   afBottomNaked_tslocator_gmnd
afTopNaked_tslocator_gmnd

from Sims05.package

   afBottomNaked_cres
afTopNaked_cres

from Sims06.package

   afBottomNaked_untagged0_shpe
afTopNaked_untagged0_shpe

Now we start a new package in SimPE



Add the parts of the top to the new package.





When all four parts have been added save the file with a name that
relates to what it is, in this example I am saving the file as
MESH_aftopnaked.package so that I might use it again later rather
than repeat the extraction process.



Now that all four parts have been added, Fix Integrity - this
prevents conflicts with the Maxis base mesh we are using for the top.



I chose to use SunDressTop + the numerical date so SunDressTop061004 - you may want to include your screen name as well as the date.



Now press the "Update" on the Fix Intergity window

Next press "OK".

Now Save the file with its final name, I am using a simple name:
MESH_SunDressTop061004.package.  Most creators include their name
in the final package name; you may wish to do this also.

Repeat these steps for the bottom mesh. I am using a simple name:
MESH_SunDressBottom061004.package for the bottom.

Now that these packages have been created, you may close SimPE for now.

*** continued below ***

BeosBoxBoy:
DIVIDING THE MESH WITH MILKSHAPE & WES_H'S UNIMESH PLUG-INS

Import the full body mesh into MilkShape 3D

When importing the 5GD file with the UniMesh plug-ins a query alert will appear
asking if you wish to create the blend groups, these are the fat and pregnancy
morphs.

Figure 1.


Answer "Yes" to this query.

Figure 2.


The mesh should now appear in the view windows of MilkShape 3D.

Figure 3. - Click to enlarge in a new window.


OPTIONAL STEPS

If you choose to use the Maxis bottom mesh as a guide to divide the mesh, below is some
information on what to do when using this approach.

In the menu of MilkShape 3D, click on FILE >> IMPORT >> SIMS2 UNIMESH IMPORTER

Figure A. - Click to enlarge in a new window.


An alert will pop up with a disclaimer saying this is not a reliable process.

Figure B.


Answer "OK" to this alert.

Figure C.


Select the 5gd file of the un-edited Maxis bottom mesh.

Figure D.


When importing a second 5GD file with the UniMesh plug-ins a query alert will appear asking if you wish to exclude the additonal bones.

Figure E.


Answer "Yes" to this query.

Figure F.


When importing the 5GD file with the UniMesh plug-ins a query alert will appear
asking if you wish to create the blend groups, these are the fat and pregnancy
morphs.

Figure G.


Answer "Yes" to this query.

Figure H.


You will now see the Bottom mesh and its morphs listed in the groups window of
MilkShape 3D.

Figure J. - Click to enlarge in a new window.


When you have removed the top portion of the "Body" mesh - it is important that
you delete the "bottom" and its morphs.  Do this by selecting each and clicking
the delete button.  Do not remove the remaining half of the mesh you edited.

Figure K. - Click to enlarge in a new window.


End of Optional Steps

Select the top half of the mesh - this can be determined by importing
the bottom only nude mesh we made earlier (do not add bones) - make sure
to leave the vertices of the waist.  If you do import the bottom or top
mesh by Maxis, make certain to remove it before exporting!

Figure 4. - Click to enlarge in a new window.


You now have the bottom portion

Figure 5. - Click to enlarge in a new window.


Select all

Figure 6. - Click to enlarge in a new window.


From the top menu - select Vertex >> Sims2 UniMesh Select Underweighted bones

Figure 7. - Click to enlarge in a new window.


From the top menu - select Vertex >> Sims2 UniMesh Fix Underweighted bones

Figure 8. - Click to enlarge in a new window.


You will now see a pop-up window that informs you of the number of
vertices that have had their weighting corrected.  You number may vary
from the number shown in the illustration.

Figure 9.


Now change to the GROUPS tab view in MilkShape 3D - here select the
"body" line, change the text in the text box to "bottom" (or "top" if
this is what you are doing) - and click the rename button.

Figure 10.


Now click the COMMENT button

Figure 11.


The Comment Editor Window opens

Figure 12.


Here change the word "body" to "bottom" (or "top" if this is what you
are doing)

Figure 13.


Click the OK button - and the window closes.

Figure 14.


Now we export the mesh to a SimPE file

Figure 15. - Click to enlarge in a new window.


I am using the GMDC name copied from the .package file we made earlier.
When you do this make certain NOT to include the _tslocator_gmdc
protion of the name.

Figure 16.


It is now safe to close MilkShape 3D - unless you wish to do the top
portion at this time.

*** continued below ***

BeosBoxBoy:
IMPORTING THE MODIFIED MESHES INTO THE PACKAGES WITH SIMPE

Start SimPE and load the bottom mesh package file.

Locate the GMDC or Mesh in the Resource Detail View panel of SimPE.

Figure 1. - Click to enlarge in a new window.


When you have selected the GMDC you should see additional detailed information
appear in the Plug-in View of SimPE.

Figure 2. - Click to enlarge in a new window.


Richt click the GMDC in the Resource Detail View panel of SimPE.

Figure 3. - Click to enlarge in a new window.


Select "Replace..." from the pop-up menu.

Figure 4. - Click to enlarge in a new window.


Select the bottom mesh simpe file you exported from MilkShape 3D with the
UniMesh plugins.  Or the top if that is what you are doing.

Figure 5.


Click the "Open" button on the Replace window to replace the existing un-edited
Maxis GMDC.

Figure 6.


The "Resource Changed" pop-up alert will appear.

Figure 7.


Click the "Yes" button of the "Resource Changed" pop-up alert; SimPE will reload
portions of the data - this may take a few moments on a slower machine.

Figure 8.


The text of the GMDC name should now be in italics.

Figure 9. - Click to enlarge in a new window.


Click the "Commit" button in the Plug-in View of SimPE.

Figure 10. - Click to enlarge in a new window.


Save the package file by the menu, or clicking the "save" icon, or pressing
CTRL+S on your keyboard.

Figure 11.


The text of the GMDC name should no longer be in italics.

Figure 12. - Click to enlarge in a new window.


You can now exit SimPE or proceed to the next mesh or section of the tutorial.

*** continued below ***

BeosBoxBoy:
ASSIGNING A CLOTHING SKIN TO THE MESHES

NOTA BENE Since the writing of this tutorial, Inge brought to my attention Peter Jones's PJ Body Mesh Tool for SimPE - if you use this in linking mode it will go FAR faster than the older manual method in this section!

Now that you have the meshes mesh that need skins we now need to extract
the CRES and SHPE  from the mesh package(s) with SimPE.

Figure 1.


Now open the temporary skin you made earlier in Body Shop and find a
blank area (white) and right click, a menu will pop up and you should
select "Add" -- Add the CRES and SHPE to your skin package.

Figure 2.


Once the CRES and SHPE have been imported select the 3D ID Referencing File.

Figure 3.


In the Plug-in View at the bottom of SimPE, left click then right click
and delete the existing Resource Node reference.

Figure 4.


In the Plug-in View at the bottom of SimPE, left click then right click
and delete the existing Shape reference.

Figure 5.


To the left of the Plug-in View, click "Package".

Figure 6.


The SimPE PackageSelectorForm pop-up should appear; left click to select the
Recource Node and the Shape, then drag and drop each into the 3D ID
Referencing File.  You may only select and move one at a time.

Figure 7.


In the Plug-in View, left click to select the Resource Node, then click
the "up" button until the Resource Node is at the top of the list.

Figure 8.


In the Plug-in View, left click to select the Shape, then click the "up"
button until the Shape is below the Resource Node.

Figure 9.


When the Resource Node and Shape are in the correct position in the list,
click the "Commit" button.

Figure 10.


In the upper portion of SimPE, select then right click & delete the
Resource Node and the Shape from the list.

Figure 11.


Save the file.

If you have not already done so, move both the MESH and the SKIN
packages to the Downloads folder.  Start Body Shop and make the first
real recolour.

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