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Author Topic: *MESHER'S RESOURCE* Hi-Res Bodyshape Poser Magnet Sets - New Sets added 2-11  (Read 104259 times)
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Calabeth
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« Reply #30 on: March 25, 2007, 10:58:56 pm »

First time posting really but Warlokk I love your shapes they are fantastic.

Is Poser pretty much teh only way to edit alot of the clothing to fit particular sizes that I want? I see alot of great outfits for various sizes but not really parts that I want. I see great outfits edited for say 36DDnat38hips but I rarely use much beyond the 34/36 and usually only the en ones at that. About the only time I ever kinda change that is if thru story lines and such they end up with a kid or two then they tend to get the bigger hips which there is plenty of clothing options for.

If it wasnt for the 250 price tag just for that program I was about all ready to help reshape alot of the outfits to fit everything IE taking 1 outfit then going down your string of meshes and adjusting as needed for outfits that are beyond mere recolors. So not sure if there was another option if you have heard of anyone using the budget version of poser to attempt your magnet useage with.
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Warlokk
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« Reply #31 on: March 26, 2007, 05:49:32 am »

Well, I know earlier versions of Poser are still available and should work just fine with my magnets... the current version is 7, I use 6, and I think 5 may still be buyable, and pretty cheap.  Any of them will work with my magnet sets.  Poser will be the only way to get an exact fit on pretty much any mesh, since it will stretch the outfit mesh exactly the same way I stretched the nude and clothing meshes I created for each size... it could be done by hand, my entire first series was done that way, but it's a LOT more difficult and time-consuming.

Also, keep in mind if others are converting outfits to one of my sizes, usually they are just applying the textures to one of my existing meshes, so it would be easy to reconvert them to the size you want... since all the meshes are made the same way, each size is the same base mesh as the others for the same outfit, so you can just copy the textures over.  The tutorial is in my How-To link in my signature.
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Calabeth
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« Reply #32 on: March 26, 2007, 08:38:53 pm »

Thanks for the reply Warlokk, I will try and keep an eye out then for Poser 5 if around somewhere still then.

I did follow your guide for a few things but as an example I was trying to adapt the PowerGirl outfit with the MotorCyle suit to a 34D 34 but the closest I could really find that was similar was an sports outfit. Now the look transferred over but still had the lines and flare portions of a jogging outfit instead of the same look. That or I most likely botched it a lil but still having too much fun playing around with the outfits to get them all fitted and put into categories then even playing the game Cheesy

I continue to look for more great work from you and other designs that others take up as you keep creating such greating looking meshs for sims.
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wayneout
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« Reply #33 on: March 31, 2007, 06:21:17 pm »

Wow!
I just noticed that you released the Poser Magnets. I have used
Poser since Poser4 first came out. Now I can use it to make the
clothes fit. I know I have the Mesh Tool somewhere on my computer.
Have to find it. (never was that good with Milkshape) and I will have
to remember the Brianna tut unless there is an easier way to get into
Mesh tool.
Thanks for this.
Bill
ps any plans for releasing the fashion model magnets?
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Warlokk
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« Reply #34 on: March 31, 2007, 08:15:28 pm »

I'll release the RenGal and FM magnets once I finish a few more clothing sets for them.  I think I will release the PowerGirl magnets soon though, I don't plan to do much more with her for now.
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wayneout
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« Reply #35 on: April 03, 2007, 08:06:37 pm »

Couple of stupid questions

I was working on a top for the 34A. There are two magnets. One
says 34A top and the other says Clothes 34A. Does it matter which
magnet you use?

I am still a little confused about exporting for Mesh Tool.
I know that the figure must be lying on its back. But is the
head pointing toward me or the other way?  

Thanks,
Bill
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Warlokk
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« Reply #36 on: April 04, 2007, 05:06:47 am »

I honestly don't remember, I made those a long time ago... it could just be that the Top one is looking for a Top group name, while the Clothes one is looking for Body, I'm not sure.  Experiment with both and see what works.

The head should be pointing towards you in the default view, facing upwards.
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wayneout
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« Reply #37 on: April 05, 2007, 12:23:28 am »

Thanks the magnets are working great in Poser.
I changed the order of the obj export to "xyz"
and the figure was lying on it's back when I imported
it into Poser. Funny thing was when I clicked on the
magnet preset, the magnets appeared above the
figure. (first, I increased the scale on the main camera)
And the figure didn't seem to change. However, I
did go ahead and spawn the morph and set it to "1"
and when I went back to bodyshop, it worked great.
(Never did understand magnets in Poser.) But there
is a lot I don't understand in Poser. I use a lot of PhilC's
inventions to help.

Thanks a lot,
Bill
« Last Edit: April 05, 2007, 01:41:19 am by wayneout » Logged
Warlokk
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« Reply #38 on: April 05, 2007, 05:16:37 am »

Yes, the magnets are positioned for the figure to be standing upright, and the magnet zones will only affect the figure if it's in the correct position.  The trick to this is to rotate the figure into the right position for morphing and for exporting.  Personally, I export the .obj from SimPE in the XZY position so it's upright in Poser, apply the magnets and spawn the morph.  Then, using the Joint Editor window in Poser, set the Y and Z Center Point values to 0, then rotate Y to 180, and Z to 90.  The figure should be on her back in the correct position to export for Mesh Tool.  Keep in mind you only need to rotate the figure if you are using Mesh Tool to create the game files... if you are using Milkshape/Unimesh, you need to export it standing.
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PegasusDiana
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« Reply #39 on: April 05, 2007, 05:46:20 am »

Wow! I never realized we could use the clothes we make, have made in Poser work with the Sims. That is what your saying right? We can export the mesh, fix our alpha's, do our textures, set it all up, test it in Poser. Then export and import through SimPE to get it to work in the Sims? Or am I misunderstanding, like that would be something new. lol
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wayneout
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« Reply #40 on: April 05, 2007, 07:36:30 am »

Thanks for the info.

I did a couple of tops and they worked great.
I tried a couple of dresses and when I loaded the final product
into bodyshop, they looked like a Andy Warhol painting. I will
have to retrace my steps and see what I did wrong.

When I use the rotate "y" at 180 degrees, she is on her side.

Thanks,
Bill
PS sorry about the tip jar being so small, just got back from vacation
a couple of weeks ago.
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Warlokk
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« Reply #41 on: April 05, 2007, 05:13:06 pm »

PegasusDiana-- No, the stuff created for Poser is WAAAAY to high-poly for the game to be able to handle... what we are doing here is importing the game meshes into Poser and using the magnets to reshape them to different sizes, then re-importing them back to the game.

Bill-- Make sure you change the origin using the Joint Editor window before you rotate anything, the Y and Z origins should be 0, and the green cross for the origin point should be at her feet.  Then when you rotate, it should rotate around that point, rotating Y to 180 should turn her back facing you, then rotating Z 90 should lie her on her back, head towards the camera.

Oh, and any donation at all is greatly appreciated, so thank you very much!  Cheesy
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wayneout
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« Reply #42 on: April 05, 2007, 09:16:52 pm »

Thought I would post this before I throw my computer
and everything out the window.
Is there some clothes that just won't work with MeshTool. I
was reading over modthesims on the tutorial that some newer
clothes wouldn't work with MeshTool.
I did the Simpe thing. Then I viewed it in bodyshop and it
was still good. I exported the .obj per your instructions. It was
a body.obj. It was to be a dress scaled down to 32A-32.
I brought the body.obj into poser. Checked only the two boxes
as in Xenox tutorial. Applied the 34a body magnets and the "body
32 hips" Spawned the morph target. Deleted all the magnets.
Opened Joint Editor. Changed the two right hand Origin boxes to
zero. (don't know if this matters, but at the bottom of the joint
editor it has the xyz thing and it was showing zyx or something like
that. Whatever it was, it wasn't xyz or xzy.)  Anyway, I then saved
my obj with the laying on her back with the head facing me.
Then I did the meshtool thing and put it in my mesh file.

And if you will following the link, you will see what I got

I guess I could try a old dress that came with the original sims and
see if that works if you don't see what is wrong right off the bat.
This is my off day and I have spent most of it trying to get this to work.
Sorry to bother you again.

http://home.comcast.net/~wayneout/Image1.jpg

Bill
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Warlokk
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« Reply #43 on: April 06, 2007, 05:12:03 am »

Oh god yes... there are quite a few.  Anything that has more than just the standard Body, Fat and Preg groups will simply explode if you run it through mesh tool, so any alphas, anything with a reflection layer, lots of stuff.  Those I have to import the pieces into Milkshape and reassemble, the process for that is a whole lot more complicated.
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wayneout
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« Reply #44 on: April 06, 2007, 10:41:05 am »

Thanks for the info.
I only have Truespace (which I am not very good with) and Carrara
(I just got it from Daz and just starting to work with it)
Two little questions and I won't bother you anymore on this post.

1. When you do your project in Bodyshop, could you just delete the
alpha channel or the reflections to make it work in MeshTool?
Just about all the clothes have an alpha channel.

2. Not sure if this one is possible with the Poser magnets. I had thought
about using the magnets to maybe change a 34a to a 32a (increasing
the morph from "1" to "1.5") Not on the clothes but the actual girl.
But I am not sure what to even open in Bodyshop to do this or if it
is possible.

Thanks again for all your help on this subject. I will search for some
tutorials on Milkshape and maybe end up buying it since this seems to
be the choice for people working with Sims.

Bill
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