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76  Simmers' Paradise / Tutorials / Using Warlokk's magnets and Milkshapes obj/objx import/export on: November 02, 2010, 09:16:06 pm
This tutorial explains how to create Custom sims 2 bodymeshes with Warlokk's various bodyshape magnets.

You need:
Warlokk magnets: http://www.insimenator.org/index.php/topic,31845.0.html
Poser(i used version 7, others may have diffrent import/export options)
Milkshape

Start Milkshape

-Import your default mesh(extracted gmdc from Simpe) into Milkshape WITHOUT the morph
-Export as objx data split file(part of the unimesh plugin) this file contains all boneassignements and the skeleton, call the file body
-Export again but now as obj file(wavefront)
-Start new in MS and import the default mesh(extracted gmdc from Simpe) but this time with the morph.
-Delete the base mesh, rename the morph to body and export it as obj file
Save the file in a folder called fat

You now have 2 meshes as obj files both called body, those you can import in Poser.
And you have one objx file that contains all the data from the skeleton and vertice bonesettings.

Start Poser
-Make sure your startup window doesn't contain any figure(if it does have one, delete it and save it as default startup in preferences/options)
-Import the base mesh body.obj(untick all boxes on import)
-Go to props and apply the desired bodyshape magnet
-export the file as body.obj(untick the box ''Ground'' in 1st popup window/tick the box ''include body part names in polygon groups'' in the 2nd popup window)
-Start new in Poser
-Import the fat obj file and repeat the same steps as above
Close Poser

You now have 2 new obj files(custom shape and custom shape fat)

Open Milkshape
-Start new
-Import the 1st custom shape obj file you made with Poser
-Import the earlier saved file ''body.objx'' you made with Milkshape
Check the comments, it should show the comments:

ModelName: body
Opacity: -1
HasTangentArray:
NumSkinWgts: 3


When you have a error when importing or the comment box is empty, start over as you might have forgotten something or done it wrong Wink

-Rename the meshgroup ''body'' to ''normal'' or simply cut off the ''y'', just make sure you rename it(NOT in the comments itself tho!, only the name in the meshgrouptab)
-Import the custom fat shape obj file made with Poser also and rename it to ~01MORPHMOD.1
-Rename the top file back to body, then open its commentbox and add the line MorphRefNum: 1
-Export the file with Unimesh plugin
-Open a 2nd version of Milkshape and import the file you just saved.
If both meshes showup you have done it all correct, you can close the first version of Milkshape)

Altho you have succesfully reshaped both meshes most work still has to come because you prolly have seen all the lines on the meshes.
Those lines are seams between the seperated uvmap parts and most need to be smoothen out while the neck has specific normals that you need to copy from a existing default mesh.

To smoothen out the normals you need ''Demon's alligne normals'': http://nene.modthesims.info/showthread.php?t=139859
Select the seams by vertice and choose alligne normals from the vertex menu

For the neck you either use the manual edit or use Wes his merge tools(part of his Unimesh plugin i believe)
In both cases you need to import a reference mesh and copy the normals from the default mesh to your custom mesh.

I wrote a small tutorial here: http://www.modthesims.info/showthread.php?t=398865
Its for the sims 3 but works the same with sims 2 meshes.
Just keep in mind you always put the reference meshes on top in the meshgroup tab and you need to rename the 01morphmod to fat in order to copy its normals.
When using the normal merge tool you will not see things change on the neck, values are to close together.
77  Retired Creators / Others / 34DEx36 adult female and TeenC-LG cheerleader dress on: November 01, 2010, 07:57:08 pm
request
Teen cheerleader mesh converted to Warlokk's adult female 34DEx36 bodyshape serie
and the teen mesh reshaped to TeenC-LG
Adult has custom textures while the teen uses the default outfit.
Have fun with it

Note,
The teen fatmorph is not modded, still default.

Credit,
Warlokk, used his Poser magnets to give the mesh its shape
78  Simmers' Paradise / Clothing & Body Mesh's / Re: Maxis cheelreader dress in two Warlokk's sizes on: November 01, 2010, 06:57:56 pm
Dont have the teen magnets installed but the adult i once converted already(like the MTS mod)
Ill popout the 34dex36 asap Wink

Edit
Here:
http://www.insimenator.org/index.php/topic,111331.0.html
79  Simmers' Paradise / Clothing & Body Mesh's / Re: Maxis dress in three Warlokk's sizes on: October 31, 2010, 12:00:06 pm
Here you go:
http://www.insimenator.org/index.php/topic,111324.0.html
80  Retired Creators / Others / 34Ax32/34DEx36/36DDDEx36 TrumpetDress /Request on: October 31, 2010, 11:51:16 am
Request done here: http://www.insimenator.org/index.php/topic,111306.0.html by Jemima
Fiddeld a bit with the textures but default textures will fit these meshes.(and vice versa)

Made them for these bodyshapes:
34Ax32
34DEx36
36DDDEx36

Fatmorph included

Note:
Cas description says 36DDE but its 36DDDE
Plz report errors as i haven't seen these ingame! Thnx

Credits:
Warlokk, used his Poser magnets to give the meshes the correct shape.
81  A Safe Haven / General Discussion / Re: Am I Miscounting? on: October 29, 2010, 07:37:11 pm
lol  Cheesy
82  Simmers' Paradise / Clothing & Body Mesh's / Re: Maxis dress in three Warlokk's sizes on: October 28, 2010, 05:48:23 pm
You are right, they dont exist.
Ill see wat i can do, dont have much time tho, maybe this weekend.
83  Simmers' Paradise / Content Creation & Recoloring Help / Re: [MILKSHAPE] Bones Assingments, Trick? on: October 28, 2010, 08:02:05 am
You can fool arround with the bonenames if you like, its how i made the templates S2toS3 conversions but are you going to remap the hand on the uvmap when you duplicate it?


You have one hand completly done, save it.
Now mirror this hand to the left and change all the bone names in the joint tab(right to left)
Before you can change R_hand to L_hand you need to rename the original(L_hand) first, you get a error otherwise.
All this renaming will make the skeleton corrupt but thats not a problem.
you only want the mesh assignements, not the skeleton.

When done you should be able to double click the left hand joints and see the verts light up on your mesh.
Export the mesh

Start new and import your first custom right hand, then import the left one with the corrupt skeleton
Do not import additional bones(meaning a 2nd skeleton) and both the righ as left hand should have the correct bonenames.


Already mentioned it before, you do need to reUVmap the left hand as it is a copy of the right hand.
84  Simmers' Paradise / Content Creation & Recoloring Help / Re: about the tutorial Converting Bodyshapes Using Meshtool and Poser Magnets on: October 24, 2010, 05:39:57 am
i never used this process myself(using Meshtool) so im afraid i cant help you here.

I use the obj and objx tools from Milkshape, then i import the obj file in Poser and use the magnets.
85  Simmers' Paradise / Content Creation & Recoloring Help / Re: about the tutorial Converting Bodyshapes Using Meshtool and Poser Magnets on: October 23, 2010, 08:08:56 am
Works with all bodymeshes, both default or created by others.
Just keep in mind that if you use Warlokk's magnets you use them on default maxis meshes not on custom meshes that already have been edited with a magnet set.

Meaning, you can not turn a CPU mesh into a RIO mesh for instance.
86  Simmers' Paradise / General Sims 2 Help / Re: Directx 9.0c (again) on: October 23, 2010, 07:57:55 am
A P4 comes with minimal 256mb memory wich is enough to play the sims 2.
But if he has taken it out and has replaced it with a lower one then yes, then you want to know.
87  Simmers' Paradise / General Sims 2 Help / Re: Directx 9.0c (again) on: October 23, 2010, 01:29:38 am
You know, I'm started to get a little frustrated here. This is at least the third time I have asked for more information about your computer and have gotten no answer.

How much RAM do you have?
What processor do you have and what is it's speed?


I'm not the only one who has asked for this information. Without it, you really can't get any help that doesn't consist of a pure guess. There is a reason why people ask clarifying questions in a help thread, and it's because that information is needed before you can get accurate help.

Either answer these questions, or we'll be forced to assume you're more interested in giving us the run around rather than getting the help you need.


Its not important joy. Wink
Sims 2 requiers:
800mhz CPU
256mb ram and a 32mb videocard.
Since the Integrated Real256ETM 2D/3D Graphics Accelerator is based on a Pentium 4 mainboard i am 100% sure his pc exeeds the minimal requierments.

Edit,
Ah, missed Albmonts last post.
See.. Smiley

@Albmont:
Did you install the mainboard drivers when you had a clean Windows installation?
ITs the first thing you normally do, then update all the software/drivers.

88  Simmers' Paradise / General Sims 2 Help / Re: Directx 9.0c (again) on: October 20, 2010, 12:49:36 pm
how would he end with linux if he reinstalled windows?
89  Simmers' Paradise / Content Creation & Recoloring Help / Re: Linking Skins to werwolf Body? on: October 20, 2010, 01:18:25 am
You mean updating that werewolve skintone with a female RIO bodyshape?
If you want to do that you can not use/clone the skintone i made as it is linked to a body subset and for RIO you need a seperate top and bottom subset.(unless you correct the subset names for the females.)
90  Simmers' Paradise / General Sims 2 Help / Re: Directx 9.0c (again) on: October 20, 2010, 01:06:50 am
First update your XP version(start menu, windows update)
It will install and/or update drivers, install sp3 etc etc.
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