Sims 2 Bodyshop Meshing with Blender 3D v2.49b: Tutorials #1 & 2 (9/11/12)

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carenmrose:
I am 99% sure that wasn't the problem.  I will definitely check once I can open SimPE again ... (I had Bodyshop open last time I posted, I just closed it, forgot to open SimPE to check the checks, and opened my game. :P  If I didn't have such long loading times, I would do it now ...)

All that to say, I'm almost positive I would have taken notice if there was more than one there, even if I didn't know what to do with it ... but I don't remember anything different about it ...

I will come back with an update when I can actually check, but in the meantime, is there anything else it might be???  :D

ps - thank you for the quick reply!

edit: yes, I was sure, that wasn't the problem

Tenshii~Akari:
Ah... now that I have a clearer head, I know that's not the message box I was thinking of at first.  ("Warning: More than one mesh selected.")  :lol:

I'm not quite sure if it has anything to do with the version of SimPE you have.  (I updated mine up to 0.68, and I haven't had any sort of pop-up with that exact message come up that I recall).  It's most likely because there's far too many faces on that mesh for SimPE to count correctly.  (Just a guess, though) The sub-dividing method is the best way to overcome that issue and bypass having a polycount that even SimPE refuses to acknowledge.  ;)  

The only problem you'll come across with doing it in Blender though, like I mentioned above in the post at the top of this page, there will be some "normal/seam" issues that will show up, and I have absolutely no idea how to work around that yet... the Normals option in Blender is quite limited to either recalculating or inverting/flipping them, and even saving or exporting the mesh seems to reset the ending "seams" on a particular part of a mesh, therefore ending up with a bunch of nonsense "lines" in the subdivided mesh.  :?  Still seeing if it's possible to fix that in anyway, but I'm not having too much good fortune to find a way to prevent all that from happening... :(

xTERRIx:
heya tenshii :wave:
 
i found a thread here that explains the problem with the SMD exporter/importer :wink: hope that solves the problem (i had it too)

Tenshii~Akari:
:notworth:  Thanks a lot, Terri! This will be immediately posted on the "front page news" of this thread.  :lol:

carenmrose:
Ok, yeah, that was the problem, it had too many vertices.  The max SimPE wanted to handle was 2000, this was more :D.  But, that's fixable, running SimPE in "advanced mode."  

I will possibly try to reduce that later.  For now I'll just work with it as it is :D

I discovered this because on that message, I clicked "more details."  Maybe I should have figured that out before!  Duh!
What it told me:
This is just a Warning. It is supposed to keep you informed about a Problem. Most of the time this is not a Bug!

If SimPE is not running in Advanced Mode, the maximum Number of Vertices is set to 2000 and the maximum amount of Faces to 5000.

If you want to Import this Mesh, you have to turn on Advanced Mode. However, Objects with big Meshes will slow down the Game!

Windows Version
Vista

.NET Version:
2.0.50727.312

~~~~~~~~~~~~~~~~~~~~~~~~~
Faces-2618 Vertices-2174
(Not much more than the Maxis count I started with!)
~~~~~~~~~~~~~~~~~~~~~~~~~

Ok, another question, how can I add pieces to a mesh and have them correctly assigned to bones, etc.?

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