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Author Topic: TUTORIAL: How to Divide a Full-Body Mesh into Top & Bottom Meshes -updated 2 Nov 2006  (Read 42991 times)
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BeosBoxBoy
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« on: October 12, 2006, 06:29:05 pm »

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 ***
« Last Edit: January 06, 2007, 01:49:10 pm by ~Marvine~ » Logged

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BeosBoxBoy
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« Reply #1 on: October 12, 2006, 06:30:07 pm »

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 ***
« Last Edit: January 06, 2007, 01:56:22 pm by ~Marvine~ » Logged

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BeosBoxBoy
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« Reply #2 on: October 12, 2006, 06:31:00 pm »

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 ***
« Last Edit: October 12, 2006, 06:57:16 pm by ~Marvine~ » Logged

"There is a certain elegance in wasting time. Any fool can waste money, but when you waste time you waste what is priceless."
-- Maugham, W. Somerset. Ashenden: Or the British Agent.
BeosBoxBoy
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« Reply #3 on: October 12, 2006, 06:32:00 pm »

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 ***
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BeosBoxBoy
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« Reply #4 on: October 12, 2006, 06:32:53 pm »

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.
« Last Edit: January 06, 2007, 01:57:01 pm by ~Marvine~ » Logged

"There is a certain elegance in wasting time. Any fool can waste money, but when you waste time you waste what is priceless."
-- Maugham, W. Somerset. Ashenden: Or the British Agent.
BeosBoxBoy
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« Reply #5 on: October 12, 2006, 06:33:30 pm »

FINE TUNING YOUR TOP & BOTTOM MESH WITH DEMON432'S TOOLS

To be done

*** continued below ***
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« Reply #6 on: October 12, 2006, 06:33:59 pm »

FINAL THOUGHTS

USING LITHUNWRAP TO GENERATE A UVMAP

Start MilkShape 3D.

Import the .simpe of the mesh.  It is important that you do not use an OBJ
directly exported from SimPE; the mapping of OBJs exported from SimPE is
buggered ad will be off the bottom the texture.

When importing you will be asked if you wish to create blend groups.

Figure 1.


Click "NO" to this query, they are unnecessary for this operation.

Figure 2.


The Mesh will now appear in the MilkShape 3D view panels.

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


Export the mesh as an OBJ by selecting FILE >> EXPORT >> WAVEFRONT OBJ...
from the menu.

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


Save the OBJ with a name you will remember.

Figure 5.


Close MilkShape 3D. Start LithUnwrap.

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


Import the OBJ file by selecting FILE >> MODEL >> OPEN... for the menu.

Figure 7.


Select the OBJ file you just exported with MilkShape 3D.  Click "Open".

Figure 8.


You will now see the basic UV map in the LithUnwrap display window.

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


Export the UV map to a BMP file by selecting FILE >> UV MAP >> SAVE...
from the menu

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


Give the UV map a name that will indicate to you for which mesh this is made.

Figure 11.


The Save UV Map Details window will now appear.

Figure 12.


Make certain that the numerical figures in the WIDTH and HEIGHT are set to 1024;
if they are not, change them to 1024.

Optional Method: Use 2048x2048 and resize to 1024x1024 in Photoshop or Gimp for an
anti-aliased UVmap - which may work better for some meshes.


Figure 13. - Click to enlarge in a new window.


Click OK. The UV map has been exported and you may now exit LithUnwrap.

Figure 14. - Click to enlarge in a new window.


This is the UVmap of the sample bottom created in this tutorial.

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


MAKING A SHOWER-PROOF SKINTONE WITH NEW MESHES

For steps on how to assign your new top and bottom to a genetic skintone
see this tutorial by Marvine at MTS2.
« Last Edit: October 13, 2006, 02:13:40 pm by ~Marvine~ » Logged

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« Reply #7 on: October 12, 2006, 06:34:49 pm »

GLOSSARY OF TERMS

.5cr • file extension (like BMP or JPG) for extracted Resource Node files.

.5gd • file extension (like BMP or JPG) for extracted Geometric Data Container files.

.5gn • file extension (like BMP or JPG) for extracted Geometric Node files.

.5sh • file extension (like BMP or JPG) for extracted Shape files.

.simpe • file extension (like BMP or JPG) for files ready for use by SimPE.

3D Model • for this tutorial a The Sims 2 GMDC file.

Bump Map • a 2D image used in computer rendering to produce the
appearance of depth, or "bumps", in a multi-channel texture-mapped image.  This
term is often used erroneously by people within the Sims community for "Normal
Map".

CRES • common abbreviation for The Sims 2 Resource Node of a The Sims 2
mesh package file.

DBPF File • DBPF files are files used by Electronic Arts to store data
for several computer games. These games include SimCity 4, The Sims 2, and The
Sims Online.

Like many game data formats, the file is actually an archive of several files
that store the various pieces of data used by the game. These may include
graphics, 3d models, animations, sound files, and scripts.

• .dat (Data provided with the SimCity 4, user downloadable plugins/mods for
SimCity 4)
• .SC4Model (User created building models for SimCity 4)
• .SC4Lot (User created lots for SimCity 4)
• .SC4 (Savegame file provided with SimCity 4, User created savegame files for
SimCity 4)
• .Package (Data provided with The Sims 2, user downloadable plugins/mods for
The Sims 2)

The format is titled DBPF not because of the extension (as in most cases) but
because the first four bytes of all such files is DBPF.

Face • a polygon or triangle of a mesh, "Triangle" is the preferred term
in gaming circles.

Face Count • the cumulative total of the faces of a mesh, also called
"Poly Count".

Geometric Data Container • a 3D Model used in The Sims 2

Geometric Node • a portion of data for a 3D Model used in The Sims 2

GMDC • common abbreviation for The Sims 2 Geometric Data Container

GMND • common abbreviation for The Sims 2 Geometric Node

Mesh • for this tutorial a The Sims 2 GMDC file

Morph • The shape changes determined by a displacement map contained in the GMDC.

Normal Map • In 3D computer graphics, normal mapping is an application of
the technique known as bump mapping. While bump mapping perturbs the existing
normal (the way the surface is facing) of a model, normal mapping replaces the
normal entirely. Like bump mapping, it is used to add details to shading without
using more polygons. Sometimes referred to as "Dot3 bump mapping".

Normals • lighting cues embedded in the information of a mesh to achieve
the visual illusion of 3-dimensional shape on the 2-dimensional environment of
a computer monitor.  Not to be confused with Normal Mapping.

Package File • DBPF files for The Sims 2

Poly Count • the cumulative total of the faces of a mesh, also called
"Face Count".

Polygon • a face or triangle of a mesh.

Resource Node • a portion of data for a 3D Model used in The Sims 2

Shape • a portion of data for a 3D Model used in The Sims 2

SHPE • common abbreviation for The Sims 2 Shape

SimPE • Simple Package Editor is a package editor for The Sims 2. It
allows users to edit neighborhoods, recolor existing objects, modify existing
objects, create new objects, modify game behaviors and the like. It can also
create sims2pack files, a handy way to distribute files that can be installed
using the Content Installer that came with the game.

Skin • the texture used on a mesh, also used for a complete .package file
containing the texture of a mesh.

Texture • a bitmap image to the surface computer 3D models or the image
file painted on the virtual surface of a mesh.

Triangle • an alternative name for Polygon commonly used in the Sims
community and other gaming circles.

UniMesh Plug-ins • software plug-ins for MilkShape 3D developed by Wes
Howe (wes_h) for use in making custom content for The Sims 2.

UV Map • UV mapping is a 3D modelling process of making a 2D map
representing a 3D model. This map is associated with an image known as a
texture. In contrast to "X", "Y" and "Z", which are the coordinates for the
original 3D object in the modelling space, "U" and "V" are the coordinates of
this transformed map of the surface. Then the image is back-transformed
("wrapped") onto the surface of the 3D object. For example, it is used to give
an animated character a realistic looking face, but various other applications
are possible.

Vertex • singular, pl. Vertices., a corner or point of a 3D model: any
point where three or more edges meet or connect to each other. The edges are the
connections (line segments as shared sides) of two or more faces (polygons).
Logged

"There is a certain elegance in wasting time. Any fool can waste money, but when you waste time you waste what is priceless."
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BeosBoxBoy
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« Reply #8 on: October 12, 2006, 06:37:17 pm »

CREDITS:

Brad Bolthouse (LithUnwrap)
Delphy (ModTheSims2.com - without which most of the knowledge in this tutorial would have been unavailable for years to come)
Demon432 (for a pair of the handiest plug-ins ever made for correcting normals and fine-tuning a mesh!)
Faeriegurl (for starting me on my way to meshing for The Sims 2)
Kathy & Eric (excellent friends & gracious hosts)
Kavar (excellent friend & for explaining many aspects of accessories & hair meshing in an English I could understand)
Marvine (Sovereign of my Dreams, Chief Goddess of my Pantheon, Empress of Heaven, Paramount Eidolon of Virtue, Love of my Life, and motorbike & for translating endless amounts of information into an English I could understand, holding my hand when it made no sense, and calming waiting for my tantrums to subside when I misunderstood and things didn't work)
Megawarrior (for requesting this tutorial)
Mete Ciragan (MilkShape 3D and excellent help in making MilkShape 3D more friendly for The Sims 2)
NeptuneSuzy (Original meshing tutorial)
Peter Jones (PJ Body Mesh Tool for SimPE)
Quaxi (SimPE)
Wes Howe (UniMesh Plug-ins and the countless hours of developing & debugging them)

EXTERNAL LINKS:

MilkShape 3D by Chumbalum Soft - http://www.swissquake.ch/chumbalum-soft/

MilkShape3D forum - http://www.chumba.ch/chumbalum-soft/forum/

MilkShape 3D Plug-ins by Demon432 - http://forums.modthesims2.com/showthread.php?t=139859

ModTheSims2 - http://www.modthesims2.com/

PJSE Plug-Ins for SimPE - http://www.simlogical.com/PJSE/ (hosted by Simlogical)

SimPE by Quaxi - http://sims.ambertation.de/

SimPE Forum - http://ambertation.de/simpeforum/

UniMesh Plug-ins by Wes Howe - http://forums.modthesims2.com/showthread.php?t=122399
« Last Edit: January 06, 2007, 02:00:51 pm by ~Marvine~ » Logged

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« Reply #9 on: October 12, 2006, 06:38:35 pm »

Image Files


* createNewPackage1.jpg (15.98 KB, 320x240 - viewed 4377 times.)

* createNewPackage2.jpg (34.6 KB, 640x480 - viewed 4233 times.)

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* createNewPackage6.jpg (36.89 KB, 720x356 - viewed 4260 times.)

* milkshape-import.jpg (99.82 KB, 1024x744 - viewed 3201 times.)

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* milkshape-export-save.jpg (40.57 KB, 563x412 - viewed 3895 times.)

* gmdc-replace.jpg (88.84 KB, 640x480 - viewed 2907 times.)

* gmdc-replace-select.jpg (59.32 KB, 563x412 - viewed 2753 times.)

* gmdc-replace-commit.jpg (56.75 KB, 640x480 - viewed 2727 times.)

* gmdc-replace-reload.jpg (17.98 KB, 448x138 - viewed 2770 times.)

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* milkshape-groups-rename.jpg (65.83 KB, 640x480 - viewed 3934 times.)

* milkshape-comment-button.jpg (47.71 KB, 640x480 - viewed 3944 times.)

* milkshape-comment-body.jpg (19.52 KB, 495x418 - viewed 3952 times.)

* milkshape-comment-bottom.jpg (19.57 KB, 495x418 - viewed 3850 times.)

* milkshape-comment-ok.jpg (22.84 KB, 495x418 - viewed 3901 times.)

* replace-mesh-01.jpg (120.54 KB, 1024x744 - viewed 2424 times.)

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« Last Edit: October 12, 2006, 07:00:10 pm by ~Marvine~ » Logged

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BeosBoxBoy
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« Reply #10 on: October 12, 2006, 08:02:12 pm »

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wes_h
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« Reply #11 on: November 01, 2006, 10:01:01 pm »

Nice tutorial.

The issue discussed below:
=====================================
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.
=====================================
was resolved with a recent update I made to the importer, labelled V4.06C. This is located in a message in the thread, not in the 4.06 UniMesh package. I will include the fix in the next update.

<* Wes *>
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SasukesKunai1
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« Reply #12 on: November 07, 2006, 02:34:10 pm »

i was wondering if it is possible to do this with a different program like wings 3d or anything else? i have milkshape but there is some kind of error i've been trying to get fixed on it for a while... and also is it possible to convert a 5GD file to an OBJ file and back? sorry for the post if this is not where I was suppose to post it
« Last Edit: November 07, 2006, 02:42:11 pm by SasukesKunai1 » Logged

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BeosBoxBoy
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« Reply #13 on: November 08, 2006, 04:36:40 pm »

there are serious problems exporting as OBJ and back - this will lead to the loss of all the bone/joint assignments
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The Mule
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« Reply #14 on: January 01, 2007, 03:40:16 pm »

OK Yakov....having just completed the most basic milkshape tutorial I could find to create a completely worthless mesh - I decide to skip to this tutorial and of course, I decide to try it with one of Marvine's mesh's. (Personal use only I might add). First problem I run into is that the afbodyslip_brown mesh, once input into "finder" only spits out a sims.02package file, not the 4 I need to extract the mesh...

I thouroughly expect one of your patented tongue-lashings for trying this tutorial without a clue of what I'm doing, and NOT using the example you provide...so thrash away...and then can you tell me how I'm missing the 03-06 files? Thansk....

Nevermind BBB...when I take out the word "brown" I get the needed files...I think....
« Last Edit: January 01, 2007, 04:40:36 pm by The Mule » Logged

Yes...its the same Mule as before
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