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Author Topic: Sims 2 Bodyshop Meshing with Blender 3D v2.49b: Tutorials #1 & 2 (9/11/12)  (Read 49590 times)
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Tenshii~Akari
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« Reply #30 on: November 10, 2008, 06:49:30 am »

You know, that's also something I completely forgot about.  I've had mine in Advanced mode for so long, I completely forgot there were different modes.    

If you already have each part parented to a skeleton in Blender and exported each as individual .smd files, it's basically the same method as importing meshes into the mesh package file... only instead of using the "Replace" option in the Mesh Group Importer window, you just simply leave the option on "Add" and click OK.  The new mesh part will be imported into the file.  If it's imported with the same exact skeleton as the original was, it will also use the same name, texture, and normal/bump maps for that named mesh group.  (i.e. importing the separated arms of a body mesh assigned to the "body" group skeleton/armature, then importing and adding in the torso mesh which is also assigned to the same type of skeleton.)   Wink
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artsyama
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« Reply #31 on: November 13, 2009, 10:42:41 pm »

When I try to use the sim mesh extractor in simpe it says unable to start tool plugin.
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BlooM
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« Reply #32 on: November 14, 2009, 07:48:57 pm »

When I try to use the sim mesh extractor in simpe it says unable to start tool plugin.

Did you install •Microsoft .NET Framework Version 2.0 and
•Managed Direct X 9c?
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BSGirl
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« Reply #33 on: January 31, 2010, 04:52:05 am »

Thanks for the great tutorial!
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BlooM
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« Reply #34 on: June 26, 2010, 06:08:19 am »

Hi Tenshi,
Do you know how to turn autosmooth off with Blender?
It ruines the normals on the neck seam with other clothing meshes.
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Tenshii~Akari
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« Reply #35 on: June 26, 2010, 06:42:50 am »

Absolutely no idea.   Cry  I've been trying to figure this out for the longest time now, but I think I've only narrowed it down to the way Bobcatben has it written in his code.  (I'm too scared to edit and try it out, though.)  From the Import script:


#9/12/2007 version 0.3: reAdded importing of normals(results in some duplicate vertices's but fixes the normal problem, still recalculating them, but this keeps it from merging vertices's with different normals)

So... I haven't gotten the gist of Python scripts.  Hopefully someone out there knows how to read/code them and figure out a way to import the normals without recalculating them.    

ETA:  Here are how the actual scripts look like, if anyone is interested:

Code: (import_smd.py)
#!BPY

"""
Name: 'Sims 2 smd file'
Blender: 244
Group: 'Import'
Tooltip: 'imports a smd file from sims 2(doubt it will work on other smd's)'
"""
__author__ = "Bobcatben"
__url__ = ["", ""]
__version__ = "0.3"

__bpydoc__ = """\
"""

#9/12/2007 version 0.3: reAdded importing of normals(results in some duplicate vertices's but fixes the normal problem, still recalculating them, but this keeps it from merging vertices's with different normals)

from Blender import *
from Blender.Mathutils import *
from math import *

def mat(x,y,z,rx,ry,rz):
rotmat = RotationMatrix(rx,4,'x') * RotationMatrix(ry,4,'y') * RotationMatrix(rz,4,'z')
transmat = TranslationMatrix(Vector(x,y,z))
mat2 = rotmat * transmat
del rotmat
del transmat
return mat2

class Bone:
id = 0
name = ""
parentid = 0
matrix = None
def __init__(this,id,name,pid):
this.id = id
this.name = name
this.parentid = pid

def add(a, tup):
if tup in a:
return a.index(tup)
else:
a.append(tup)
return len(a)-1

def import_smd(path):
editmode = Window.EditMode()
if editmode: Window.EditMode(0)
IMPORT_SKELETON = Draw.Create(1)
IMPORT_MESH = Draw.Create(1)
pup_block = [\
('Import Options'),\
('Mesh' ,IMPORT_MESH , 'Import the Mesh?'),\
('Skeleton' ,IMPORT_SKELETON , 'Import the Skeleton?')
]
if not Draw.PupBlock('Import...', pup_block):
return
import_mesh = IMPORT_MESH.val
import_skeleton = IMPORT_SKELETON.val
Window.WaitCursor(1)
name = path.split('\\')[-1].split('/')[-1]
file = open(path, 'r')
scn = Scene.GetCurrent()
Bones = []
faces = []
verts = []
Window.DrawProgressBar(0.0,'')
lines = file.readlines()
for i in range(0, len(lines)):
line = lines[i]
words = line.split()
#do the nodes
if line.startswith('nodes') and import_skeleton:
Window.DrawProgressBar(0.0,'Reading Nodes')
arm = Armature.New('Bones')
arm.envelopes = False
arm.makeEditable()
armob = scn.objects.new(arm,"Bones")
start = i + 1
for i in range(start, len(lines)):
line = lines[i]
words = line.split()
if line.startswith('end'):
break
tmpbone = Armature.Editbone()
bonename = words[1][1:-1]
Bones.append(Bone(int(words[0]),bonename,int(words[2])))
if int(words[2]) > -1:
tmpbone.parent = arm.bones[ Bones[int(words[2])].name ]
arm.bones[bonename] = tmpbone
#do the skeleton
if line.startswith('skeleton') and import_skeleton:
Window.DrawProgressBar(0.1,'Reading Skeleton')
start = i + 1
for i in range(start, len(lines)):
line = lines[i]
words = line.split()
if line.startswith('end'):
break
if len(words) <= 2:
continue
tx, ty, tz = float(words[1]), float(words[2]), float(words[3])
rx, ry, rz = degrees(float(words[4])), degrees(float(words[5])), degrees(float(words[6]))
boneindex = int(words[0])
bone = arm.bones[Bones[boneindex].name]
parentindex = Bones[boneindex].parentid
matrix = mat(tx,ty,tz,rx,ry,rz)
if(parentindex > -1):
parent = arm.bones[Bones[parentindex].name]
parentmatrix = Bones[parentindex].matrix
matrix = matrix * parentmatrix
myhead = Vector([0,0,0,1]) * matrix
mytail = Vector([0,0.1,0,1]) * matrix
myhead.resize3D()
mytail.resize3D()
bone.head = myhead
bone.tail = mytail
Bones[boneindex].matrix = matrix
else:
myhead = Vector([0,0,0,1]) * matrix
mytail = Vector([0,0.1,0,1]) * matrix
myhead.resize3D()
mytail.resize3D()
bone.head = myhead
bone.tail = mytail
Bones[boneindex].matrix = matrix
#do the mesh itself(triangles)
if line.startswith('triangles') and import_mesh:
Window.DrawProgressBar(0.2,'Reading Mesh')
start = i + 1
faceverts = []
facetex = []
for i in range(start, len(lines)):
line = lines[i]
words = line.split()
if line.startswith('end'):
break
if len(words) < 3:
continue
#get the vertex data, excluding normals as they dont like to import correctly
#so we will just have blender recalculate normals at the end, after we remove duplicate vertex's
x, y, z, tx, ty = float(words[1]), float(words[2]), float(words[3]), float(words[7]), float(words[8])
nx, ny, nz = float(words[4]), float(words[5]), float(words[6])
tmp = []
if len(words) >= 10:
for w in range(0,int(words[9])*2,2):
tmp.append([ int(words[10+w]), float(words[11+w]) ])
faceverts.append(add(verts,[x, y, z,nx,ny,nz, tmp])+1)
facetex.append([tx, ty])

#faces every 3 vertex's
if len(faceverts) == 3:
faces.append([faceverts,facetex])
facetex = []
faceverts = []
#now send them to blender.
Window.DrawProgressBar(0.4,'Writing Vertices')
mesh = Mesh.New('Imported Object')
meshob = scn.objects.new(mesh, 'Imported Object')
mesh.verts.extend([[0,0,0]])
for v in verts:
mesh.verts.extend([[v[0],v[1],v[2]]])
mesh.verts[-1:][0].no[0] = v[3]
mesh.verts[-1:][0].no[1] = v[4]
mesh.verts[-1:][0].no[2] = v[5]
Window.DrawProgressBar(0.6,'Writing Faces')
for f in faces:
mesh.faces.extend([f[0]],ignoreDups=True)
mesh.faces[len(mesh.faces)-1].image = Image.GetCurrent()
mesh.faces[len(mesh.faces)-1].uv = [Vector(f[1][0]),Vector(f[1][1]),Vector(f[1][2])]
mesh.verts.delete([0])
mesh.calcNormals()


file.close()
if import_skeleton and import_mesh:
Window.DrawProgressBar(0.9,'Creating vertex groups')
for b in Bones:
mesh.addVertGroup(b.name)
Window.DrawProgressBar(0.95,'Weighting vertices')
for vi in range(0, len(verts)):
for weight in verts[vi][6]:
mesh.assignVertsToGroup( Bones[weight[0]].name, [vi],weight[1],1)
if import_skeleton:
arm.update()
if import_skeleton and import_mesh:
armob.makeParentDeform([meshob], 0, 0)
Window.DrawProgressBar(1.0,'Done')
Window.WaitCursor(0)
Window.RedrawAll()


Window.FileSelector(import_smd, 'Import')

Code: (export_smd.py)
#!BPY

"""
Name: 'Sims 2 smd file'
Blender: 244
Group: 'Export'
Tooltip: 'Exports a smd file tailored for the sims 2'
"""
__author__ = "Bobcatben"
__url__ = ["", ""]
__version__ = "0.5"

__bpydoc__ = """\
"""

#Oct 27th 2007, V0.5: Added Normalization of bone weighting.
#Sept 22nd 2007, V0.4: Added more error handlers.
#Sept 20th 2007, Version 0.3: Added a check for vertex groups with no matching bones.

from Blender import *
from Blender.Mathutils import *
from math import *

armmat = Matrix()

class Bone:
    id = 0
    name = ""
    parentid = 0
    matrix = None
    pos = Vector()
    rot = Euler()
    def __init__(this,id,name,pid,mat):
        this.id = id
        this.name = name
        this.parentid = pid
        this.matrix = mat * armmat

def findbone(name,bones):
    for b in bones:
        if b.name == name:
            return b

def recursebones(bone,bones,pid):
    thisbone = Bone(len(bones),bone.name,pid,bone.matrix['ARMATURESPACE'])
    bones.append(thisbone)
    for b in bone.children:
        if b.hasChildren():
            recursebones(b,bones,thisbone.id)
        else:
            bones.append(Bone(len(bones),b.name,thisbone.id,b.matrix['ARMATURESPACE']))

#rounds it to 6 decimal places
def cleanvalue(value):
    if fabs( value ) < 1e-6:
        return 0
    else:
        return round( value, 6 )

def error(text):
    Draw.PupMenu("Error%t|"+text)

#checks if the object has a child that is a mesh
def hasmeshchild(obj):
    for o in Object.Get():
        if o.getType() == 'Mesh' and o.parent == obj:
            return True
    return False

#gets the first child object that is a mesh
def getmeshchild(obj):
    for o in Object.Get():
        if o.getType() == 'Mesh' and o.parent == obj:
            return o
    return None

def export_smd(path):
    global armmat
    editmode = Window.EditMode()
    if editmode: Window.EditMode(0)
    if not path.lower().endswith('.smd'):
        path += '.smd'
    name = path.split('\\')[-1].split('/')[-1]
    
    #step 1, find a armature with a attached mesh
    foundone = False
    for o in Object.Get():
        if o.getType() == 'Armature' and hasmeshchild(o):
            #arm = Armature.Get(o.getName())
            arm = o.getData()
            armmat = o.getMatrix().rotationPart()
            armmat.resize4x4()
            meshob = getmeshchild(o)
            mesh = meshob.getData(mesh=True)
            foundone = True
            break
    
    #if step 1 fails, find just a mesh.
    if not foundone:
        foundmesh = False
        for o in Object.Get():
            if o.getType() == 'Mesh':
                mesh = o.getData(mesh=True)
                foundmesh = True
                break
        if not foundmesh:
            error("No Mesh or Armature")
            return
    
    #step 2, if theres bones, process
    if foundone:
        Bones = []
        for b in arm.bones.values():
            if not b.hasParent():
                recursebones(b,Bones,-1)
        for b in Bones:
            if b.parentid > -1:
                inverseparent = Matrix(Bones[b.parentid].matrix)
                inverseparent.invert()
                mat = b.matrix * inverseparent
                del inverseparent
            else:
                mat = b.matrix
            b.pos = mat.translationPart()
            b.rot = mat.toEuler()
            del mat
    #step 2.5, if no bones, generate a dummy bone
    else:
        Bones = [Bone(0,'SmdMiscBone',-1,Matrix())]
        Bones[0].pos = Bones[0].matrix.translationPart()
        Bones[0].rot = Bones[0].matrix.toEuler()
    
    #step 3, write the beginning of the file
    file = open(path, 'w')
    file.write('version 1\n')
    
    #step 4, write the bone hierarchy
    file.write('nodes\n')
    for b in Bones:
        file.write("%d \"%s\" %d\n"%(b.id,b.name,b.parentid))
    file.write('end\n')
    
    #step 5, write the skeleton data
    file.write('skeleton\n')
    file.write('time 0\n')
    for b in Bones:
        file.write("%d %f %f %f %f %f %f\n"%(b.id,cleanvalue(b.pos.x),cleanvalue(b.pos.y),cleanvalue(b.pos.z),cleanvalue(radians(b.rot.x)),cleanvalue(radians(b.rot.y)),cleanvalue(radians(b.rot.z))  ))
    file.write('end\n')
    
    #step 6, write the mesh
    file.write('triangles\n')
    for face in mesh.faces:
        file.write('map.bmp\n')
        vi = 0
        if len(face.verts) != 3:
            if Draw.PupMenu("The mesh contains quads, The Sims 2 only supports triangles.%t|Convert to Triangles|Abort") == 1:
                mesh.quadToTriangle()
            else:
                file.close()
                return
        for v in face.verts:
            #write the vertex location
            file.write("0 %f %f %f"%( cleanvalue(v.co[0]),cleanvalue(v.co[1]),cleanvalue(v.co[2]) ))
            #write the vertex normal
            file.write(" %f %f %f"%( cleanvalue(v.no[0]),cleanvalue(v.no[1]),cleanvalue(v.no[2]) ))
            #write the uv coordinate
            try:
                file.write(" %f %f"%( face.uv[vi][0],face.uv[vi][1] ))
            except ValueError:
                error("Mesh has no texture")
                file.close()
                return
            vi+= 1
            inf = mesh.getVertexInfluences(v.index)
            if len(inf) > 4:
                    error("Too many vertex groups on a single vertex, %d (4 max)"%len(inf))
                    file.close()
                    return
            file.write(" %d"%len(inf))
            if len(inf) > 0:
tweight = 0.0
mul = 1.0
for ww in inf:
   tweight += ww[1]
if tweight != 1.0:
   mul = 1.0 / tweight
                for w in inf:
                        thisbone = findbone(w[0],Bones)
                        if thisbone != None:
                                file.write(" %d %f"%( thisbone.id, w[1]*mul ))
                file.write('\n')
            else:
                file.write('\n')
    file.write('end\n')
    file.close()
    if editmode: Window.EditMode(1)

Window.FileSelector(export_smd, 'Export')
   

ETA2:  There is a button for Auto Smoothing in Blender's Mesh Panel, but that's turned off by default.  (If it's a light-green color, it's off)
« Last Edit: June 26, 2010, 07:03:03 am by Tenshii~Akari » Logged

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