View Full Version : [Testers Wanted] Mesh Tool version 0.9.46 (updated 18th Febuary) + Tutorials
Miche
16th Feb 2005, 02:41 PM
This is a new version of the MTS2 Mesh Tool.
However it hasn`t been as tested as much as we would of liked, but we have decided from now on to release new versions quicker , even though it will mean there may be more problems with these version , it will allow more people to test the new features much quicker.
These new "test versions" will only be available for download from this forum.
(begin edit - this is important info!)
At this time multiple people have reported problems editing nightlife and above meshes with meshtool. I suggest using a different editing method (Unimesh or Simpe SMD export) if you wish to edit meshes from those EPs
Scroll down to the bottom of this message to the 'download' box to get your copy of meshtool.
For a beginning tutorial on how to make clothing with meshtool, please see This Beginner Tutorial (http://www.modthesims2.com/showthread.php?t=141997)
For details about how to edit as an SMD file with xsi modtool, see This XSI Modtool Tutorial (http://www.modthesims2.com/showthread.php?t=118986)
This tool was created with visual basic - if you get an error about MSVBVM60.DLL was not found
you need to download visual basic for free from microsoft:
http://www.microsoft.com/downloads/details.aspx?familyid=BA9D7924-4122-44AF-8AB4-7C039D9BF629&displaylang=en
If the link doesn't work - go to microsoft and search for 'visual basic 6'
(end edit by Tiggerypum)
The main new features of this version are that it allows more changes to animated objects.
Some of the new features are:
* Allows the meshes from obj files to be put into the "subgroups"/"bones" of a gmdc mesh allowing objects such as fridges to be made , with working doors.
(see Exnem`s fridge for a example of a object made in this way)
*Allows a mesh from a obj file to be added to a subgroup/bone without replacing what mesh was already in that subgroup.
*Exports objects to SMD files.
*Imports SMD files.
At the moment there isn`t any tutorials on using the new features (see below for a mini tutorial on exporting a body mesh to a smd file and reimporting it. ) New tutorials will be added as soon as we can get them wrote.
Mini tutorial for body meshes.
1: open the mesh tool and load a gmdc file(from a body mesh) in step 2 (it should be safe to skip step 1 , but if you have any problems load in any obj file)
2: open the 3d view in the file menu
3: in the 3d view window check the check box named "edit groups" then click on the entry called "body" in the "objects" list box.
4: then click the export smd button, a new window will open asking if you want multiple bones per vertice or single bones per vertice, with a body mesh the only reason (other than if you have problems with multiple bones) to select single bones is if you are using Milkshape as that only supports singles bones per vertice. So leave the multiple bones option selected and click export and save the file. now close the mesh tool program.
5: now open the smd file in your 3d program, currently all the bones aren`t connected correctly into a real skeleton. (ie the hand bone isn`t connected to the arm bone, each bone is just connected directly to the root bone) as the gmdc file doesn`t hold the information on what bone is connected to what, but we will be adding a option for the mesh tool to make the bones into a correctly connect skeleton in a future version. (note this doesn`t effect how the sim will appear in the game, the skeleton will be correct when the gmdc file is reimported back into the package )
6: edit or change how ever you want the body mesh, just make sure you assign any new vertices to the correct bones, and don`t assign any vertice to more than 3 bones. ( with this version of the mesh tool when using smd files you can make what changes to a body mesh that you want, you are no longer restricted to just moving vertices around.)
7: save the mesh back out to a smd file.
8: Open the mesh tool program again (please make sure you do close it in step 4 and reopen it now, as it hasn`t been tested that it doesn`t cause any problems if not closed down to clear any internal memory. )
9: go directly to the 3d view in the file menu.
10: if you are using 3ds studio cannonfodder exporter (we can`t say if any other 3ds smd exporter will work), then check the box named "Using 3ds Max"", or if you are using Softimage XSI mod tool (and I would think the same for the full version) then check the box named "using XSI mod tool"
11: in the file menu select load mesh , then load your smd file.
12: now in the file menu select load gmdc, load the original gmdc file.
13:now check the box named "body editing"
14 now check the edit groups box again. and then click on whatever name is in the "models" list box and then again click on the "body" entry in objects list box.
15: in the edit box name "sub-group#:" should now be "0" , change this to 1 and click commit.
16: now click the "replace" button and save the created gmdc file as whatever you want.
17: then replace the gmdc file back into the package in the normal way.
Please note that currently some of the datalists which are in a original gmdc file for a body mesh aren`t put in the created gmdc file, these are thought to effect such things are shape deforms, so sims created in this way will can only have the normal body type and I would think can`t show being pregnant.
We aim to add back these datalists in future versions.
Updated version 0.9.45:
-will now give a message saying that it can`t export objects which contain no bones to a smd rather than giving a sub script error.
- fixed a bug which when importing some smd files would cause the bones to be wrongly assigned.
updated version 0.9.46:
-fixed a bug which caused a sub script error when assigning meshes from a obj file to the sub groups.
bootsbrisket
17th Feb 2005, 01:17 AM
How very awesome! Thanks for all your hard work. The bones/working doors feature will be fantastic.
h-master
17th Feb 2005, 01:41 PM
Cool one, many thanks for that :)
TazzMann
17th Feb 2005, 02:01 PM
You guys are doing an awesome job! :)
TazzMann
mastersheff
17th Feb 2005, 03:34 PM
Hey guys I'm new to this forum so, if anyone could help me out I will be very thankfull. I'm having a problem when I try to load my newly smd file created with the mesh tool into milkshape3d but when I do this it crashes!! Please! If someone have already experienced this problem and managed to solve it gimme a hint! Like most of you all I'm trying to edit the body meshes of my sims. Please some one help me out!
Miche
17th Feb 2005, 03:38 PM
Hey guys I'm new to this forum so, if anyone could help me out I will be very thankfull. I'm having a problem when I try to load my newly smd file created with the mesh tool into milkshape3d but when I do this it crashes!! Please! If someone have already experienced this problem and managed to solve it gimme a hint! Like most of you all I'm trying to edit the body meshes of my sims. Please some one help me out!
post the smd file you are trying to load and I`ll have a look for you , also post the gmdc file it was exported from. When using milkshape, it is best to select 1 bone per vertice when exporting a smd file as this is all milkshape supports (although later versions of milkshape should read the smd files with more than one bone assignment in and just ignore the extra assignments)
Vinther
17th Feb 2005, 05:01 PM
When I try to export an SMD file, the Mesh Tool crashes with a "Subscript out of range" error. Anyone else getting this?
Miche
17th Feb 2005, 05:14 PM
When I try to export an SMD file, the Mesh Tool crashes with a "Subscript out of range" error. Anyone else getting this?
are you trying to export a object which doesn`t have any subgroups (when you click on a object in the objects list, does a number other than "0" appear in the box below it (called "numb sub groups" ) if so this mean that object doesn`t have any bones /sub groups. Currently the mesh tool will not export such objects to a smd file (as the smd file needs vertices to be assigned to a bone), however I will be posting a new version soon which will create a "dummy" bone and assign all vertices to that for objects which don`t actually have bones in them, allowing them to be exported to smd files.
There are still a few objects which the mesh tool won`t export (or import) which do have bones. (currently the mesh tool will only export objects which either have all the vertices assigned to one bone, or ones which have at least 1 vertice assigned to 3 bones...ie with objects in which the maximum number of bones any vertice is assigned to is 2, then the mesh tool will not export it)
So if the number of sub groups isn`t "0" , can you post the gmdc file and I`ll have a look.
the other thing is with objects (meshes other than body or hair meshes.) most of them only have the vertices assigned to one bone, so when exporting a object, select the one bone per vertice option.
Really I uploaded the current version mainly to be used with body and hair meshes (though it will work with some objects too), depending on what time I get, I`ll try to post a updated version sometime in the new few days or so.
I`ve just posted a new version which corrects a couple of problems, one is the sub script error when trying to export objects with no bones to a smd file , and the other was a bug in the importing of some smd files.
Miche
17th Feb 2005, 06:07 PM
Tutorial on editing/making an armoire.
There are two ways you can use the mesh tool to make a working armoire(with opening doors), one is using meshes in a obj file and the other is with smd files.
Method 1: SMD files.
1: open SimPE and go to object work shop, clone the "* "Anti-Quaint-Ed" Ltd. Ed. Armoire"
2: extract the gmdc file from the package.
3: open the mesh tool.
4: go to the 3d view and load in the gmdc file you extracted in step 2
5: check the edit groups box. and then select entry called "armoire" in the object list, now click export smd button. Select the option of single bone per vertice. Close down the mesh tool.
6: import the smd file into your 3d program and edit it (or delete the mesh and create a new one) just remember to assign the vertices to the bones, and don`t assign any vertice to a bone which is unused when you first import the smd file. Export the edited object back out to a smd file. (with this object, the vertices for the main armoire should be assigned to bone 3, then the vertices for left door should be assigned to bone 5 , and for the right door bone 4.)
7: Open the mesh tool up and go to the 3d view, check any boxes for your 3d program. and load the smd file created in step 6.
8: load the original gmdc file you extracted in step 2.
9: select the "armoire" entry in the object list and the "object 1" (or whatever it happens to be called) in models list
10: in the Model box (bottom right of window) the number in the "sub groups#" box should be "0" change this to 1 (or anyother number), and click commit.
11: click the replace button, and save the gmdc file , now replace in back into you package in the normal way.
Note this hasn`t changed the handles or hinges to the armoire as they are in the object called "armoireQuaint" listed in the objects list, so these would need to also be exported to a smd file and changed.
Miche
17th Feb 2005, 06:28 PM
Method two :
using obj files.
1: clone the armoire and extract the gmdc file as in method 1, also export the object to a obj file from within SimPE.
2: Use your 3d program to make a armoire, it will need to be in 3 (the main armoire, and two doors) pieces/groups/meshes. (so each is listed as a seperate group in the obj file).
3: export the meshes to a single obj file.
4: open up the mesh tool and load the obj file (either from the main screen or go straight to the 3d view and do it from there.)
5: load in the gmdc file you extracted from the package.
6: click on the "armoire" entry in the object list.
7: now click on the name you gave the main armoire mesh in the models list.
8: now check the box called "gmdc view" and use the "+" and "-" buttons to switch through the subgroups untill you find the group in which the mesh matches the main armoire (as it happens with this object it is sub group 1)
9: with the "armoire" entry and the entry for the armoire mesh (in the model list) highlighted. entry the number 1 in the sub groups# box (in the model box in the bottom right of the window) and click commit.
10: now highlight the mesh entry for the left door (in the models list) and again switch through the gmdc sub groups untill you find the matching group. (should be sub group 3)
11: so with both entries highlighted you enter "3" in the "sub groups#" box and click commit.
12: repeat above two steps for the right door (which is in sub group 2).
13: now click the replace button and save you gmdc file.
Note: you can also use the above method to add a part to a existing subgroup. Say you wanted to add something onto the front of the right door. You would have that mesh(the object you want to add to the door) in a obj file and load it in along with the gmdc file.
Now you would select the entry for that mesh in the model list and the entry for the "armoire" in the objects list, then assign the mesh to the sub group for the right door (sub group 2).
Now the difference when adding a mesh to a existing mesh rather than replacing the existing mesh is that to save the gmdc file you click the add model button.
Note adding to a existing mesh/sub group only works when using obj files, you can`t add a mesh from a smd file to a existin mesh (with the current version)
Also the above two methods can be used to make other items (like fridges, stoves etc)
fleabay
17th Feb 2005, 09:50 PM
I love bleeding edge technology. :)
fleabay
17th Feb 2005, 10:34 PM
I get this message in 3ds when I try to edit the mesh.
What effects would yes/no have here on my final mesh? Would I lose any model data?
http://modthesims2.com/attachment.php?attachmentid=33475
Miche
17th Feb 2005, 10:41 PM
I get this message in 3ds when I try to edit the mesh.
What effects would yes/no have here on my final mesh? Would I lose any model data?
Pass , I`ve never used 3ds for years, but as it says about the skin, I`m thinking it may be something to do with the texture. Most programs seem to need the smd file to list a texture map (the only one I tested which was happy with no texture map was milkshape) so the smd files created with the mesh tool list a nonsense name as the texture , this seemed to make the programs I tested happy (even though of course they couldn`t find that texture map). So I`m guessing that might be 3ds complaining about the non existant texture map.
Guess you`ll have to try the different options and see, or if you try a option (or two) and then post the smd created afterwards (don`t make any changes and included the original smd file), I`ll be able to tell if they are missing any information.
fleabay
18th Feb 2005, 01:22 AM
Have you seen the results of importing into 3ds? The bones get placed horizontal and rooted very strangly.
There is a 30 day trial at the website if your interested.
Here is my quicklink page so you don't have to register
www.churchofmod.com/3dmax
In the pic, I have moved what I think is the pelvis bone. The bone going down is the root. I know in milkshape, the bones all converge at the root but not here.
Miche
18th Feb 2005, 01:32 AM
Have you seen the results of importing into 3ds? The bones get placed horizontal and rooted very strangly.
There is a 30 day trial at the website if your interested.
Here is my quicklink page so you don't have to register
www.churchofmod.com/3dmax
In the pic, I have moved what I think is the pelvis bone. The bone going down is the root. I know in milkshape, the bones all converge at the root but not here.
I know the rotation of the bones isn`t set correctly, this is something I plan to add to/correct in the new version, over the next couple of days (if I get time)
I`ll also download that trail version and have a look.
I know it doesn`t make it as easy to edit as if the bones where correctly rotated but as long as the vertices are assigned to the correct bones, then the meshes will work correctly in the game , as the mesh tool doesn`t use the bone positions or rotations from a smd file when importing.(it only uses the bone assignments)
fleabay
18th Feb 2005, 02:05 AM
I'm a bad boy, check that link again at the bottom.
http://churchofmod.com/3dmax/
:P
Sunair
18th Feb 2005, 10:19 AM
Thanks Miche, great work!
I have test the new Mest Tool, Method one works with MS3D create a new dresser (Using XSI mod tool checked, am I right? any way, it works), Method two get an error message 9 when replace save gmdc, but it works if only assign one subgroup.:)
Miche
18th Feb 2005, 11:38 AM
Thanks Miche, great work!
I have test the new Mest Tool, Method one works with MS3D create a new dresser (Using XSI mod tool checked, am I right? any way, it works), Method two get an error message 9 when replace save gmdc, but it works if only assign one subgroup.:)
If you are using Milkshape (MS3D?) , then no you don`t need the use XSI mod tool checked, having that checked when not using that program is likely to assign the vertices to the wrong bones, as the XSI mod tool creates a extra bone in the smd files it creates and having that box checked tells the mesh tool to expect that and remove it.
can you send the files you tried using for method two and describe what you did exactly.
Miche
18th Feb 2005, 12:13 PM
I'm a bad boy, check that link again at the bottom.
http://churchofmod.com/3dmax/
:P
what link ??
Sunair
18th Feb 2005, 12:21 PM
If you are using Milkshape (MS3D?) , then no you don`t need the use XSI mood tool checked, having that checked when not using that program is likely to assign the vertices to the wrong bones, as the XSI mood tool creates a extra bone in the smd files it creates and having that box checked tells the mesh tool to expect that and remove it.
can you send the files you tried using for method two and describe what you did exactly.
Thank you for your explanation about the XSI, I did it this time without it checked, it works! so happy:D
The obj files still not work, the attachments are the obj and gmdc, thanks:)
Miche
18th Feb 2005, 12:24 PM
Thank you for your explanation about the XSI, I did it this time without it checked, it works! so happy:D
The obj files still not work, the attachments are the obj and gmdc, thanks:)
Try the new update , see if that fixes the obj problems (it should do).
Sunair
18th Feb 2005, 12:35 PM
Try the new update , see if that fixes the obj problems (it should do).
It is work! It is work!!! Both method work!!!!!
Thank you so much for the hard work:)
rico
18th Feb 2005, 04:35 PM
ok i downloaded this new meshing tool and when i go to load a obj it does not show any in the files please help? :confused:
rico
18th Feb 2005, 04:41 PM
is there other programs that i need too. i have simpe what else do i need if anything please help me want to learn this stuff :confused:
Miche
18th Feb 2005, 05:08 PM
is there other programs that i need too. i have simpe what else do i need if anything please help me want to learn this stuff :confused:
I need a bit more information than what you have given, what do you mean it doesn`t show anything in the obj files?
What exactly are you doing? the mesh tool has various ways of importing a obj file.)
Can you post the obj file you are trying to import and describe exactly what you are doing ?
rico
18th Feb 2005, 06:02 PM
when i go to step one: select obj file to import. i click on 3d file and when i go in the game files there is nothing there to import. not sure what i'm doing wrong or if there is a program to make obj files for editing the bodies. :confused:
Miche
18th Feb 2005, 06:06 PM
I`m still not sure what you mean, a obj file is a file which contains the mesh that you want to import into the game. You need to have exported the mesh from simpe then edit it using your 3d program , then once you have done that you can use the mesh tool to reimport the obj file (created by your 3d program ) back into a gmdc file, which you replace back into the package.
If you haven`t done these steps, then I suggest you read the tutorials.
If you have already done them but are having problems with a obj file, then please post that obj file so I can look at it and see what the problem is.
rico
18th Feb 2005, 06:39 PM
ok what is the best 3d program to use. don't get mad at me i'm just tring to learn all this meshing stuff. i'm very sorry i didn't know you had to do all that. :Slap:
Yve22
18th Feb 2005, 06:57 PM
i´m a newcomer.if i wan´t to create a mesh,do i need an older version of mts2 mesh tool?
Miche
18th Feb 2005, 07:22 PM
ok what is the best 3d program to use. don't get mad at me i'm just tring to learn all this meshing stuff. i'm very sorry i didn't know you had to do all that. :Slap:
I`m not at all mad with you :)
I`m not really any good at 3d modelling, so can`t really say what 3d program to use, and also every modeller will have their favourite 3d program, so their isn`t one "best" program. If you don`t already own a 3d program, then ones which are either free or inexpensive are: Milkshape, blender, gmax, Softimage XSI mod tool.
Milkshape is the less complicated one of those, but a lot of people find it to do certain tasks with.
I`m sorry that I can`t give you a complete tutorial of the steps you need to do here, we have posted other tutorials which should help you and if you then get stuck on any step, ask for help again.
aardvarkams
18th Feb 2005, 08:42 PM
Hi, thanx for the update - the MESH Tool is fabulous!
Thank you, thank you, thank you!
However, ... I'm using Milkshape 1.7.4 and I can get all the .smd file etc., and I think I got the whole process, but all my altered body meshes are coming out deformed around the shoulders and chest, like wes' plug-ins for Milkshape.
Now there's a couple of options on the import/export of .smd file - load faces/rename bones etc. could someone tell me if I've been missing something - I've just done the default options, is that correct for what we're trying to do?
I know you guys are clever - please help!
L+K's xxx
Miche
18th Feb 2005, 09:02 PM
Hi, thanx for the update - the MESH Tool is fabulous!
Thank you, thank you, thank you!
However, ... I'm using Milkshape 1.7.4 and I can get all the .smd file etc., and I think I got the whole process, but all my altered body meshes are coming out deformed around the shoulders and chest, like wes' plug-ins for Milkshape.
Now there's a couple of options on the import/export of .smd file - load faces/rename bones etc. could someone tell me if I've been missing something - I've just done the default options, is that correct for what we're trying to do?
I know you guys are clever - please help!
L+K's xxx
The deforms are most likely because Milkshape only supports one bone per vertice, you need to use a 3d program which can allow a vertice to be assigned to more than one bone (the game and the mesh tool supports a vertice being attached to upto 3 bones.)
A free program which does, is Softimages XSI mod tool .
http://www.softimage.com/products/Mod/v4/
JWoods
18th Feb 2005, 09:22 PM
Thank you guy's for the fine tool, your contributions to the Sims community is unmatched....
I will try it out as soon as I can :)
Oh yea, does it support more objects?
Miche
18th Feb 2005, 09:27 PM
fleabay, the Skin tab in the modifier panel of 3ds is not the textures. This is what assigns the bones to the vertices. Because the modifier panel is layered, 3ds is warning you that altering a sublayer may mess up the top layer(bones). You might want to try right clicking your mesh, and "convert to editable mesh". Although it is already a mesh, re-converting it will save all of the current data in the modifier panel, but also reset it. You may have to add the Skin tab back to the modifiers if you want to assign more vertices to bones.
I am not sure how this will affect the exporting. I would assume that it would probably export the bone data regardless if the skin tab is gone from the modifiers.
BTW Miche, I know that the skeleton isn't quite there, but if I were to shift the joints, or scale them, would that data be saved into the GMDC?
The current version doesn`t import the bone/joint locations, it just uses the original ones from the gmdc file. I`ll look at supporting moving the joints in a future version, the only problem is that with some objects (haven`t tested if it does it with all objects) the game (and some of the values from the cres file) seem to override the joint locations in the gmdc file at certain time
Miche
20th Feb 2005, 06:49 PM
what it means is that some (or at least one) vertice is being assigned to 4 or more bones. The game as far as we know( we haven`t found any case where a vertice is assigned to more than 3 bones) and the mesh tool only supports a vertice being attached to upto 3 bones.
I had a similar problem to what you are having with Softimage XSI at first, if I assigned a vertice to a bone, and in between the position of the vertice and the bone it was attached to was another bone then the program also assigned it to that bone, so it could lead to a vertice belonging to 4 or more bones. The only way I found t stop it was to be carefull of what bones I attached a vertice to, but there may be a way in the various 3d programs to turn this sort of feature of.
If it`s not that then I don`t know what it is, I don`t believe it is anything to do with the mesh tool asall the mesh tool is saying is that file has too many bones assigned to a vertice, but if you post the file you are having the problem with I`ll look to check if there are actually more than 3 bones assigned to a vertice in it, for you.
JWoods
22nd Feb 2005, 03:46 AM
Thank you again guys had no problem with the "Mesh Tool version 0.9.46" at all...
I like the auto completing when you rework the same mesh a million times... LOL
:)
Miche
23rd Feb 2005, 02:24 PM
alot of my new animated meshes are working in the game, but crash SimPE's preview window, and won't clone properly anymore. Have I done something wrong?
can you post one of the packages you are having the problems with.
Miche
23rd Feb 2005, 10:08 PM
Sure, I have included the package, the smds I used, and the .simpe that I imported.
The top bunk wouldn`t even open in simpe for me, but anyway the problem (or one of the problems) is that the mesh tool doesn`t really yet support creating beds (and some other objects) when using smd files and these files have some of the same extra datalists in as body meshes. You could try importing them while having the "body editing" box checked to see if that works (I know it used to work on other objects which have those datalists in but can`t remember if I changed anything which would stop it doing so.) , but this would have the result of those other datalists being removed, some of those datalists are involved in morphs (in a body mesh they contain details for the fat and pregnant morps but not sure what morphs they would contain for a bed) and some are still unknown as to what they do.
Miche
24th Feb 2005, 12:00 AM
there was no top bunk in the rar, just the bottom.
Thanks for looking at it for me. I will try with the body mesh setting on. The animations of the sheets and pillow look fine in the game right now, but the package is just unstable.
Cant wait till the next version of this great tool. :)
yeah I noticed after I posted that I hadn`t been paying attention and had tried to open the gmdc file in simpe , (and had thought it was the top bunk.) So I think I need to get some more sleep. I`ll play around with the files and see what I can work out tomorrow.
taoyingying
25th Feb 2005, 02:13 AM
Method two : using obj files.
4: open up the mesh tool and load the obj file (either from the main screen or go straight to the 3d view and do it from there.)
8: now check the box called "gmdc view" and use the "+" and "-" buttons to switch through the subgroups untill you find the group in which the mesh matches the main armoire (as it happens with this object it is sub group 1)
Questions:
In step 4, you said "either from the main screen or go straight to the 3d view", if I want to do from the main screen, which should I use, Object Wizard button or Load 3d file button? Either way, I cannot go on. No information about subgroups show. It's just like the old version of Mesh Tool. So I can only load mesh from file >3d view
On step 8, I checked the gmdc view, but when I switch through subgroups using +, -, this is what I get
http://img.photobucket.com/albums/v394/taoyingying/Sim2/newmeshprob1.jpg
What's that? For other subgroups, it's similar, just white pieces on different locations. How can i tell which part is in which subgroup?
Last, there is a problem with the tool. For the original armoire ("dynasty armoire"), there are 4 planes for shadows. I deleted them when making new mesh because you said leave only 3 parts and I want to follow your tutorial strictly. However after loading the mesh and gmdc, the group for shadows are still there. I think that's because of the old gmdc, and that's fine. But if I let GMDC View checked, make one model highlighted, and then click on any shadow in objects, there is a run time error 9 appear.
http://img.photobucket.com/albums/v394/taoyingying/Sim2/newmeshprob2.jpg
Thanks a lotfor helping!
Edit: uploaded my test armoire in case you want to take a look.
Dr Pixel
25th Feb 2005, 02:39 AM
I am trying to follow Miche's advice from another thread, on adding a second .obj mesh into my clothing body mesh.
But, the mesh tool crashes whenever I try to go to the GMDC view in order to assign this new mesh to a bone.
When is the correct time to check the GMDC view box?
I tried before loading anything, after loading only the new .obj, and after also loading the original body mesh gmdc file, but it crashes every time.
I see some of you have gotten it to work, can you explain what I must do before checking that box?
taoyingying
25th Feb 2005, 02:46 AM
I think that the reason that you get the runtime error when you go to the shadows is that the program requires the group to have (bone)subgroups. Those pieces in the subgroups are I believe the vertices that are assigned to that bone.
you shouldn't have to touch the shadow groups. Just swap the 3 new groups that you made with the old groups, and leave the rest alone.
Thanks Atavera for answering one of my questions :) Yeah I believe that's the reason. I didn't mean to click the shadow group, just an accident :D But I think that problem better to be fixed, as I believe someone else will possible has that kind of accident too, and if we get an error, everything we done before cannot be saved.
Brasstex
25th Feb 2005, 03:01 AM
I just tried this out and got it to work. I loaded a guitar .obj file, loaded a bodymesh, checked 3weights, and body editing, selected the guitar and the body mesh, and clicked view GMDC. I cycled through to 5, put 1 in the subgroup box and clicked commit, then clicked add model.
And then what? I must have missed something. I'll go back and read through the thread.
Brasstex
Saikatsu
25th Feb 2005, 08:37 AM
The Mesh Tool flat out doesn't work.
It acts like it's working properly but my changed mesh NEVER actually makes it into the file that's supposed to be put back into SimPe. :\ I've done the listed process over and over again, following it exactly, it's not working.
I'm using 3DS 5.1 with the Cannonfodder SMD plugin. It would be nice if -specific- instructions on what options to check off when importing and exporting were given, in the event that it's those options causing the problem.
Dr Pixel
25th Feb 2005, 10:03 AM
I just tried this out and got it to work. I loaded a guitar .obj file, loaded a bodymesh, checked 3weights, and body editing, selected the guitar and the body mesh, and clicked view GMDC. I cycled through to 5, put 1 in the subgroup box and clicked commit, then clicked add model.
Thanks - I almost got mine to work - no crash this time anyway.
I cycled through to what I thought was the right subgroup, but I put that subgroup number into the box.
It didn't work right, the object is added, but in BodyShop it shows up floating off in space with a comet trail behind it.
At least I'm getting somehwere.
Should I always put 1 in that subgroup box, no matter what group the new mesh should be assigned to?
Miche
25th Feb 2005, 11:05 AM
The Mesh Tool flat out doesn't work.
It acts like it's working properly but my changed mesh NEVER actually makes it into the file that's supposed to be put back into SimPe. :\ I've done the listed process over and over again, following it exactly, it's not working.
I'm using 3DS 5.1 with the Cannonfodder SMD plugin. It would be nice if -specific- instructions on what options to check off when importing and exporting were given, in the event that it's those options causing the problem.
As you don`t say what exactly you are doing when it doesn`t work, I can`t help you without more information, and I`m not sure what options you mean, but the mini tutorials in this thread do tell you what of the check boxes to have checked at what time. And sorry but the mesh tool does work else no one else would be importing anything with it. Post again giving more information and maybe include the files you are trying to use.
Miche
25th Feb 2005, 11:41 AM
Questions:
In step 4, you said "either from the main screen or go straight to the 3d view", if I want to do from the main screen, which should I use, Object Wizard button or Load 3d file button? Either way, I cannot go on. No information about subgroups show. It's just like the old version of Mesh Tool. So I can only load mesh from file >3d view
On step 8, I checked the gmdc view, but when I switch through subgroups using +, -, this is what I get
http://img.photobucket.com/albums/v394/taoyingying/Sim2/newmeshprob1.jpg
What's that? For other subgroups, it's similar, just white pieces on different locations. How can i tell which part is in which subgroup?
Last, there is a problem with the tool. For the original armoire ("dynasty armoire"), there are 4 planes for shadows. I deleted them when making new mesh because you said leave only 3 parts and I want to follow your tutorial strictly. However after loading the mesh and gmdc, the group for shadows are still there. I think that's because of the old gmdc, and that's fine. But if I let GMDC View checked, make one model highlighted, and then click on any shadow in objects, there is a run time error 9 appear.
http://img.photobucket.com/albums/v394/taoyingying/Sim2/newmeshprob2.jpg
Thanks a lotfor helping!
Edit: uploaded my test armoire in case you want to take a look.
the first question, yes you use the load 3d file and the load sims2 mesh. I`m not sure what you mean about no subgroup information is displayed. After you have loaded the files in this way you still need to go to the 3d view (so really you might as well go to the 3d view straight away and load from there).
I don`t know what those parts where (I take it they are from the files you have included, I`m just about to look at the file so will get back to you), there are some problems with viewing the subgroups if that object uses more than one bone per vertice, as the subgroup view will only take into account the first bone the vertices are attached to. ( They look like the door and drawer handles and hinges to me, one of the objects in the armoire I looked at contained the handles and hinges. When looking through the subgroups in gmdc view you will see the vertices which are attached to that bone/subgroup.)
And with the last problem , yes this I know about (I believe I did say about it in earlier posts) if a object has no subgroups and you try to view it with the gmdc view enabled you will get a error, and most shadows have no subgroups, you can tell if that object has subgroups or not as it says how many in the box below the list of objects (if there`s 0 in that box when you click on a object (without gmdc view enabled) then it has no subgroups).
I will fix this in a future version.
Edit: I`ve just looked at the file you included and you haven`t included the gmdc file, can you post that so I make sure I`m using the same one as you are.
Miche
25th Feb 2005, 12:07 PM
I am trying to follow Miche's advice from another thread, on adding a second .obj mesh into my clothing body mesh.
But, the mesh tool crashes whenever I try to go to the GMDC view in order to assign this new mesh to a bone.
When is the correct time to check the GMDC view box?
I tried before loading anything, after loading only the new .obj, and after also loading the original body mesh gmdc file, but it crashes every time.
I see some of you have gotten it to work, can you explain what I must do before checking that box?
okay the process I did (I only add a simple box to the front of a body mesh) was:
1: have the mesh(es) you want to add in a obj file. (it needs to be positioned correctly for what part of the body you want it to go to, so the easiest way is to export a body mesh (as obj file I think is best) and then add the new mesh in the right position(make sure you keep it as a seperate mesh/group though), then you can delete the body mesh (or even leave it in the obj file, as long as you don`t assign it to a subgroup it will be ignored).
2: load the obj file and gmdc file into the mesh tool.
3: Select the body from the object list and then check the "body editing" box.
4: now check the gmdc view box and go through the groups till you find the bone/group you want to add the mesh to. (as I said in the last post with body meshes the gmdc view is far from ideal as it only shows the vertices which have that bone as the first attached bone. there is another way to find the group which I`ll add to the end of this post).
5: once you know the group number you want to add the mesh to. Click on the mesh you want to add, and then in the sub-groups# box in the bottom right of the window (I really should change it so there aren`t two boxes named the same) enter the number from the top sub-groups# box (the number of the subgroup you want to add the mesh to) then click commit.
6: now uncheck the "body editing" box and check the "3 weights" box
7: now click add model and save the gmdc file.
It works for me but if you still can`t get it working can you post the files you are using.
Now for the other way of finding out what subgroup to assign a mesh too.
1: export the object as a smd file and load into your 3d program, now find the bone number that want to add a mesh to. Note down the bone number, now open the package you got the gmdc file from in SimPE.
2: go the gmdc plugin view and items 3.
3: click on the body entry in the unknown items 3 list.
4: now look through the unknown items 3c list untill you find the bone number you want to add the mesh to. highlight the bone number.
5: now scroll back to the start of that list , and count through till you find the entry you wanted, so you need to find what the entry number is which contains the number you want. So in the body mesh I`m looking at (not sure if they are all the same, but think they are). the first entry has a number 3 in it (which is bone number 3) so the number of the subgroup though is number 1. then next entry subgroup number 2 has a number 4 in it ,so that`s bone number 4 and subgroup number 2. and it continues like that.
I`m not sure how clear I made that so if you any any problems just ask.
Dr Pixel
25th Feb 2005, 01:32 PM
OK, thanks again. I think I see where I was going wrong, I had the "3 weights" checked the whole time and it was probably weighting the new mesh to several bones. I also made the mistake of originally creating the add-on mesh (just a simple bracelet, as a test) as a .smd file, and assigning it in MilkShape. I also exported it as an .obj file from MilkShape, but perhaps the assignments stuck with it or something, and I most likely was assigning it to the wrong bone, as I couldn't really tell which "bone" was which. I'll try tracing the bone number as you suggested.
Dr Pixel
25th Feb 2005, 02:45 PM
Well, I am getting closer every time -
I am now able to attach the new mesh to the correct bone, but it still has the "tail" - see the pics.
I think it's something I did wrong on the bracelet mesh itself, though.
I imported/exported it in so many different ways, using both yours and Wes's tools, that it probably has gotten some extra data attached to it somewhere along the line.
Before I bother you with this any more, I am going to go back to the beginning and re-do everything from scratch
taoyingying
25th Feb 2005, 06:41 PM
I don`t know what those parts where (I take it they are from the files you have included, I`m just about to look at the file so will get back to you), there are some problems with viewing the subgroups if that object uses more than one bone per vertice, as the subgroup view will only take into account the first bone the vertices are attached to. ( They look like the door and drawer handles and hinges to me, one of the objects in the armoire I looked at contained the handles and hinges. When looking through the subgroups in gmdc view you will see the vertices which are attached to that bone/subgroup.)
Edit: I`ve just looked at the file you included and you haven`t included the gmdc file, can you post that so I make sure I`m using the same one as you are.
Thank you Miche for taking time answering my questions! Yeah the armoire I cloned do have a handle and hinge part, but I didn't add them in my new model. The 3d view screen looked weird to me, black screen with white dots... But I have no idea what a correct view should be. Attached is the gmdc file. Greatly appreciate it!
-- Yingying
Saikatsu
25th Feb 2005, 08:14 PM
Um, yes, I did explain what isn't working. It's not putting my new mesh into the GMDC. It stays as the old mesh, even though it appears to go through the process correctly and saves. Yes, I am replacing the existing GMDC in the package, no change in the mesh takes place.
When I say checkboxes and the like during importing and exporting, I mean while in 3DS, not the Mesh Tool.
I didn't attach any files because I have a feeling that they wouldn't help because they aren't done correctly and can't be used.
EDIT: Okay... I just found a thread with some information for 3DS and exported as a reference frame... now Mesh Tool is complaining about vertices with more than 3 bone assignments. I checked my added piece and for some reason it was assigned to every single bone... so I excluded the vertices from all but the one bone I want it assigned to (it's a solid shoulder armor piece). But... Mesh Tool is still giving me the same complaint. -_- And after looking the body mesh over... it looks like it assigned every vertex to every bone. awidfjadl. <angry> NOW I remember why I HATED character skinning and rigging in my class. I can't remember which is worse... applying the skin modifier or the IK chains with the models we did =_=
EDIT 2: Started over and merged in the armor piece, seems to work just fine now. Whee. Sorry for my idiocy >_>
EDIT 3: as:LKDSJFSDfjwd. It's still not putting my changed mesh into the GMDC. I'm attaching the original GMDC and the SMD regardless of how utterly useless it may be.
EDIT 4: File removed, no longer needed~
Miche
25th Feb 2005, 11:01 PM
Um, yes, I did explain what isn't working. It's not putting my new mesh into the GMDC. It stays as the old mesh, even though it appears to go through the process correctly and saves. Yes, I am replacing the existing GMDC in the package, no change in the mesh takes place.
When I say checkboxes and the like during importing and exporting, I mean while in 3DS, not the Mesh Tool.
I didn't attach any files because I have a feeling that they wouldn't help because they aren't done correctly and can't be used.
EDIT: Okay... I just found a thread with some information for 3DS and exported as a reference frame... now Mesh Tool is complaining about vertices with more than 3 bone assignments. I checked my added piece and for some reason it was assigned to every single bone... so I excluded the vertices from all but the one bone I want it assigned to (it's a solid shoulder armor piece). But... Mesh Tool is still giving me the same complaint. -_- And after looking the body mesh over... it looks like it assigned every vertex to every bone. awidfjadl. <angry> NOW I remember why I HATED character skinning and rigging in my class. I can't remember which is worse... applying the skin modifier or the IK chains with the models we did =_=
EDIT 2: Started over and merged in the armor piece, seems to work just fine now. Whee. Sorry for my idiocy >_>
EDIT 3: as:LKDSJFSDfjwd. It's still not putting my changed mesh into the GMDC. I'm attaching the original GMDC and the SMD regardless of how utterly useless it may be.
Well I tested the files you posted and the mesh tool certainly puts that smd file in the gmdc file without any problems, but as you didn`t include the package you had made to put the gmdc file in, I couldn`t test that everything was working correctly in the game or bodyshop(so I couldn`t check the correct vertice in the smd file were attached to the correct bones. )
If you post the package then I`ll test that for you.
If I`m to help you work out why for you the mesh doesn`t get put into the gmdc file, then as I said earlier I really need more details on what exactly you are doing, so I can see where you are going wrong.
Saikatsu
26th Feb 2005, 03:26 AM
Well I tested the files you posted and the mesh tool certainly puts that smd file in the gmdc file without any problems, but as you didn`t include the package you had made to put the gmdc file in, I couldn`t test that everything was working correctly in the game or bodyshop(so I couldn`t check the correct vertice in the smd file were attached to the correct bones. )
If you post the package then I`ll test that for you.
If I`m to help you work out why for you the mesh doesn`t get put into the gmdc file, then as I said earlier I really need more details on what exactly you are doing, so I can see where you are going wrong.
Blergh, I KNEW I was forgetting something. I'll attach it along with the file for the texture.
I guess I'm just not being as clear as I think I am. I put my SMD through Mesh Tool, replace the package's GMDC, save, then load Body Shop to look at it... and it's still using the original mesh! SimPe's Preview also shows the original mesh, and not the one I just put into it. I've tried it with a pair of glasses before and got the same result-- it uses the original mesh and not the one I put in.
EDIT: Also, what I've uploaded is incomplete, I just wanted to make sure I could get the thing WORKING before spending the time on something in the event that it wouldn't work right (which seems to be the case here -_-).
I'd also like to know if it's alright to apply a texture to the mesh in 3DS. I can't quite figure out how to entirely remove the material like you can in MilkShape and I don't know if it interferes at all.
Superbm2day
26th Feb 2005, 06:57 AM
:weep: i'm having problems just downloading the mesh tool. when i downloaded the zip file, there is nothing in it. when i try to unzip it says the folder is empty or corrupted. i've tried it over and over and get the samething. can anyone help me? i'm just dying to make some bigger boobs!
Miche
26th Feb 2005, 11:15 AM
Blergh, I KNEW I was forgetting something. I'll attach it along with the file for the texture.
I guess I'm just not being as clear as I think I am. I put my SMD through Mesh Tool, replace the package's GMDC, save, then load Body Shop to look at it... and it's still using the original mesh! SimPe's Preview also shows the original mesh, and not the one I just put into it. I've tried it with a pair of glasses before and got the same result-- it uses the original mesh and not the one I put in.
EDIT: Also, what I've uploaded is incomplete, I just wanted to make sure I could get the thing WORKING before spending the time on something in the event that it wouldn't work right (which seems to be the case here -_-).
I'd also like to know if it's alright to apply a texture to the mesh in 3DS. I can't quite figure out how to entirely remove the material like you can in MilkShape and I don't know if it interferes at all.
okay I`ll look at the files you posted again and check see if it shows up in body shop.
You were being clear in saying that you were importing the smd file with the mesh tool but it wasn`t getting put into the gmdc file, but what you aren`t being clear on is the exact process you did to import, what object did you assign to what group, what check boxes (in the mesh tool ) did you have checked , what buttons did you click. It`s just without knowing exactly what you did I can`t tell why it didn`t get imported into the gmdc , because for me it worked okay.
Applying a texture in 3ds shouldn`t cause any problems as the mesh tool will just ignore it, you`ll still have to import you texture into SimPE , I hope future version of the mesh tool will check to see if any textures have been applied to the mesh and then add them to the package for you, but it`ll be quite some time before it does that.
Miche
26th Feb 2005, 11:22 AM
:weep: i'm having problems just downloading the mesh tool. when i downloaded the zip file, there is nothing in it. when i try to unzip it says the folder is empty or corrupted. i've tried it over and over and get the samething. can anyone help me? i'm just dying to make some bigger boobs!
I have no idea why it would be doing that, I`ve just downloaded it again to check and it works fine for me and no one else has ever said they are having problems (is anyone else having this problem?) .
The only things I can think to say is first of right click on the file and then select "save link as". The other thing is maybe try a different zip program to unzip it, and lastly try to download the old version from the website http://meshtool.modthesims.com
but that is a older version and doesn`t support smd files and some other features which have been added to the later versions, as this new version seems to work without too many problem , it`s likely that it will get uploaded to the website soon.
Dr Pixel
26th Feb 2005, 04:19 PM
Well, I re-did everything from scratch - but, still the same "tails" problem with the newly added .obj mesh.
It seems like one of the vertices (or maybe more) is being dislocated in the adding process, or maybe ignored or something.
I've attached the files and a short description.
Sorry for the large filesize, I wanted to be sure you have everything needed.
Let me know when you have it and I will delete the .zip
Miche
26th Feb 2005, 06:25 PM
Well, I re-did everything from scratch - but, still the same "tails" problem with the newly added .obj mesh.
It seems like one of the vertices (or maybe more) is being dislocated in the adding process, or maybe ignored or something.
I've attached the files and a short description.
Sorry for the large filesize, I wanted to be sure you have everything needed.
Let me know when you have it and I will delete the .zip
Okay I`ve downloaded it, you can delete it now. I`ll have a look at the files and get back to you.
Saikatsu
26th Feb 2005, 07:09 PM
okay I`ll look at the files you posted again and check see if it shows up in body shop.
You were being clear in saying that you were importing the smd file with the mesh tool but it wasn`t getting put into the gmdc file, but what you aren`t being clear on is the exact process you did to import, what object did you assign to what group, what check boxes (in the mesh tool ) did you have checked , what buttons did you click. It`s just without knowing exactly what you did I can`t tell why it didn`t get imported into the gmdc , because for me it worked okay.
Applying a texture in 3ds shouldn`t cause any problems as the mesh tool will just ignore it, you`ll still have to import you texture into SimPE , I hope future version of the mesh tool will check to see if any textures have been applied to the mesh and then add them to the package for you, but it`ll be quite some time before it does that.
I followed the instructions exactly in regards to checkboxes and group numbers in the Mesh Tool.
As for the texture thing... thanks.
Jaycephus
28th Feb 2005, 01:10 AM
I went through the WDS_Brianna clothing mesh tutorial using the latest Mesh Tool, and got it to work up to the point of seeing it in Bodyshop. I can see the new mesh in SimPE with the MESH package open, but when I open bodyshop and cycle through to the new dress, bodyshop crashes.
Any help would be much appreciated. Thanks,
Mabelline
28th Feb 2005, 10:29 AM
Is it possible for future version of SimPE to export OBJ files with skeletons? Also, is it possible for future version of the mesh tool to import edited OBJ files with skeletons to the game?
Miche
28th Feb 2005, 10:51 AM
Is it possible for future version of SimPE to export OBJ files with skeletons? Also, is it possible for future version of the mesh tool to import edited OBJ files with skeletons to the game?
The obj file does not support skeletons, so the answer to your questions has to be no I`m affraid. There isn`t really any standard format which does support skeletons, most programs and games use their own custom format , like SMD, and smd was the one when I was looking at the various formats which had the most support with the various 3d programs.
What problems are you having with the smd format?
Mabelline
28th Feb 2005, 11:38 AM
The obj file does not support skeletons, so the answer to your questions has to be no I`m affraid. There isn`t really any standard format which does support skeletons, most programs and games use their own custom format , like SMD, and smd was the one when I was looking at the various formats which had the most support with the various 3d programs.
What problems are you having with the smd format?
I ask that questions because only a few of 3d programs (except milkshape)support smd.
anarchistIOU
28th Feb 2005, 12:50 PM
So how do I convert .objs to .smds?
Miche
1st Mar 2005, 01:42 AM
Well, I am getting closer every time -
I am now able to attach the new mesh to the correct bone, but it still has the "tail" - see the pics.
I think it's something I did wrong on the bracelet mesh itself, though.
I imported/exported it in so many different ways, using both yours and Wes's tools, that it probably has gotten some extra data attached to it somewhere along the line.
Before I bother you with this any more, I am going to go back to the beginning and re-do everything from scratch
I`ve tracked down the problem, it`s not actually the add model function which is causing this but the fact that the body mesh you are adding it to had already been imported with the mesh tool. If you add your watch to a original gmdc file (unchanged body mesh from the game) then it works fine. So now I know what is causing this I will work on fixing it for the next release.
Dr Pixel
1st Mar 2005, 02:54 AM
OK, thanks. I'll wait for the next release before trying this on altered meshes.
psyckotic
5th Mar 2005, 06:49 PM
The export way works with no problem but i have problem with the import...
When i import the gmdc file in simpe it crashes it...
-------------------------------------------------------
Message:
Error while trying to open
: C:\Documents and Settings\psyckotic\My Documents\EA Games\Les Sims 2\Downloads\Bang Da Bomb.package
: AC4F8687 - 5430832A - 1C0532FA - FF7E0285
Exception Stack:
System.OverflowException: Arithmetic operation resulted in an overflow.
at SimPe.Plugin.GeometryDataContainerItem2.Unserialize(BinaryReader reader)
at SimPe.Plugin.GeometryDataContainer.Unserialize(BinaryReader reader)
at SimPe.Plugin.Rcol.Unserialize(BinaryReader reader)
at SimPe.Interfaces.Plugin.AbstractWrapper.ProcessData(IPackedFileDescriptor pfd, IPackageFile package)
Source:
simpe.rcol
Execution Stack:
at SimPe.Plugin.GeometryDataContainerItem2.Unserialize(BinaryReader reader)
at SimPe.Plugin.GeometryDataContainer.Unserialize(BinaryReader reader)
at SimPe.Plugin.Rcol.Unserialize(BinaryReader reader)
at SimPe.Interfaces.Plugin.AbstractWrapper.ProcessData(IPackedFileDescriptor pfd, IPackageFile package)
----------------------------------------------------------
So I gave you all the step files
- original gmdc
- smd export in single bone assigned by vertex (the other option give me "error subscript range" ->)
- unfinished smd after error
- smd modified
- final gmdc that crash simpe
Miche
5th Mar 2005, 08:42 PM
The export way works with no problem but i have problem with the import...
When i import the gmdc file in simpe it crashes it...
-------------------------------------------------------
Message:
Error while trying to open
: C:\Documents and Settings\psyckotic\My Documents\EA Games\Les Sims 2\Downloads\Bang Da Bomb.package
: AC4F8687 - 5430832A - 1C0532FA - FF7E0285
Exception Stack:
System.OverflowException: Arithmetic operation resulted in an overflow.
at SimPe.Plugin.GeometryDataContainerItem2.Unserialize(BinaryReader reader)
at SimPe.Plugin.GeometryDataContainer.Unserialize(BinaryReader reader)
at SimPe.Plugin.Rcol.Unserialize(BinaryReader reader)
at SimPe.Interfaces.Plugin.AbstractWrapper.ProcessData(IPackedFileDescriptor pfd, IPackageFile package)
Source:
simpe.rcol
Execution Stack:
at SimPe.Plugin.GeometryDataContainerItem2.Unserialize(BinaryReader reader)
at SimPe.Plugin.GeometryDataContainer.Unserialize(BinaryReader reader)
at SimPe.Plugin.Rcol.Unserialize(BinaryReader reader)
at SimPe.Interfaces.Plugin.AbstractWrapper.ProcessData(IPackedFileDescriptor pfd, IPackageFile package)
----------------------------------------------------------
So I gave you all the step files
- original gmdc
- smd export in single bone assigned by vertex (the other option give me "error subscript range" ->)
- unfinished smd after error
- smd modified
- final gmdc that crash simpe
I`m just going to look at this, but can you tell me what 3d program you used to edit the smd with and also what check boxes in the mesh tool you had checked when loading the smd file and when assigning it to a object and saving the gmdc.
psyckotic
5th Mar 2005, 09:37 PM
I use 3dsmax 7
Miche
5th Mar 2005, 10:43 PM
I`m guessing that you didn`t have the "using 3ds max" box checked when loading the smd file, as I`ve tried it and it works for me. Reimporting the modified smd with that box checked, then replacing the gmdc in a package with the one created. As you didn`t include the original package I couldn`t try placing it into that, but where the modified gmdc file you included in the rar wouldn`t go into any package in simpe, the one I created did without any problems.
If you did have the "using 3ds max2 box checked when loading the smd (and checked all the way through the progress), can you reply again with exact details of what you did.
psyckotic
5th Mar 2005, 11:51 PM
thanks a lot I have forgot this stuff... It is now workin !!!
I will never forget this stuff :D :D :D
Saikatsu
6th Mar 2005, 01:07 AM
I don't mean to sound rude or impatient, but did anything get figured out with my files? I did post the last of what was needed.
Miche
6th Mar 2005, 01:48 AM
I don't mean to sound rude or impatient, but did anything get figured out with my files? I did post the last of what was needed.
I really don`t mean to sound rude either but as I said in a earlier reply to you, there wasn`t anything wrong with the files you posted and it worked fine when I used the mesh tool to reimport it. Also as I said, the only way I can help you find out why it wasn`t working for you, is if you post the details of exactly what you did.
Crammyboy
6th Mar 2005, 03:25 AM
I have been attempting to add an obj mesh to a body mesh, and it works quite well, but the final GDMC is missing the datalists for fat and pregnant.
Is there any way of getting these back?
The mesh is only the lower part, works perfect when the body is in a normal state, but when fat/pregant, there is a split.
Lunatic
6th Mar 2005, 04:15 AM
I'm on step 4..when I tried to export and save the file.it give me "runtime error 9" everytime, I already try different way but' doesn't work...pls help :(
psyckotic
6th Mar 2005, 11:06 AM
What does the "using 3ds max" ? Is it remove the root bone ?
And why i cannot export as multiple assigned vertex per bones ?
Miche
6th Mar 2005, 01:02 PM
What does the "using 3ds max" ? Is it remove the root bone ?
And why i cannot export as multiple assigned vertex per bones ?
the using 3ds max tells the mesh tool to expect a smd file created by the cannon fodder plugin for 3ds studio, files created with this add a extra bone to the end of the bone list and also change the reference for each vertice from the original root bone to this new bone. Softimage XSI does a similar thing except it adds the new bone to the start of the list of bones, but doesn`t change the reference in each vertice.
While I didn`t look at the gmdc file which you included to be sure, I expect the reason you can`t export it with multiple bones per vertice, is because the object in the gmdc only uses one bone per vertice, only body/hair meshes and a few other objects use more than one. With the current version of the mesh tool you can only export a object to a smd in the multiple bones per vertice format if the original gmdc file used more than one bone per vertice.
Miche
6th Mar 2005, 01:03 PM
I'm on step 4..when I tried to export and save the file.it give me "runtime error 9" everytime, I already try different way but' doesn't work...pls help :(
Upload the files you are having problems with and I`ll take a look for you.
Miche
6th Mar 2005, 01:06 PM
I have been attempting to add an obj mesh to a body mesh, and it works quite well, but the final GDMC is missing the datalists for fat and pregnant.
Is there any way of getting these back?
The mesh is only the lower part, works perfect when the body is in a normal state, but when fat/pregant, there is a split.
if you are using the add model feature to add a obj mesh to a original gmdc file for a body mesh (the mesh in it hasn`t be changed before) , then yes you should be able to keep the fat and pregnant data by leaving the "editing body" box unchecked but make sure you check the "3 weights" box instead.
natrobo
6th Mar 2005, 09:52 PM
hi I've tried to export smd file as in the tutorial but had no succes. When i load and object file, then go to 3d view, then edit group, there is no entry inthe object list box... And if Iload a gmdc i have no 3view and no object..
Can someone help?
Miche
6th Mar 2005, 11:58 PM
hi I've tried to export smd file as in the tutorial but had no succes. When i load and object file, then go to 3d view, then edit group, there is no entry inthe object list box... And if Iload a gmdc i have no 3view and no object..
Can someone help?
I`m not sure what you are doing, you need to give more details, but what you need to do, is start the mesh tool , and then go straight to the 3d view, then if you are loading a smd file created by softimage xsi or 3ds studio check the correct box, and then load the smd file , using the option from the menu in the 3d view, then load the gmdc again using the option from the menu.
then you should have the entries in the listboxes. If you don`t then there is some problem with either the smd or gmdc files you are using.
Saikatsu
7th Mar 2005, 12:28 AM
I really don`t mean to sound rude either but as I said in a earlier reply to you, there wasn`t anything wrong with the files you posted and it worked fine when I used the mesh tool to reimport it. Also as I said, the only way I can help you find out why it wasn`t working for you, is if you post the details of exactly what you did.
Oh! I must have misread your last post towards me. Sorry about that.
I pretty much followed all the steps laid out in the mini tutorial... so I must be doing something wrong in the reimport process and not following one of the vital steps given. That should help me figure out what I'm doing to mess up, since it's not my files that have a problem. Thank you, again, sorry for the trouble!
EDIT: Okay... now I'm getting angry. I just used the same files I posted and made sure to follow every single step listed, and it's still not putting the new mesh into the GMDC! I see the new mesh in the Mesh Tool but it flat out isn't working.
I go straight to the 3D view, click on Using 3DS MAX, open Mesh, load the smd, open GMDC, load the original GMDC file, check Body Editing, check Edit Groups, select object 1 under models, select top under Objects, change the 0 under Sub-Group # to 1...
...
OH.
AHAHAHAHA.
I was forgetting to click the Commit button! Augh! Now I just feel like an idiot. XD Sorry to bother you with my stupidity!
Crammyboy
7th Mar 2005, 04:28 AM
Miche.
Thanks for the info.
It worked mostly, but I ended up with a few "tails". I always use the origonal GMDC anyway, so that wasn't the problem.
I did some searching and discovered that the mesh tool had created 3 extra vertices in the Elements section, vertices identity, (All set to zero), and I copied the last real vertex into these. which reduces the problem effects.
Still not perfect though.
Hope this helps.
Thanks again.
natrobo
7th Mar 2005, 12:29 PM
What i did:
1 using simPE 15, export object from a body file, and allso export gmcd .
2 open sim2 meshtool, go to 3dview, import object file exported in 1
3 clic on edit group
4 here is the problem: the tutorial says to clic on body in object window: I dn't have any entry in the object window. I have one in model window. I' ve tryed to select the body in the model window then export smd ; I choosed the one bone per vertice because i use Milkshape.
5 close sim2 mesh tool Open milkshape and import the smd I created : Milkshape freeze.
Can you help me?
Thanks
Nat
Mabelline
7th Mar 2005, 05:23 PM
Thank you for your tutorial.I would like to ask you something about the tutorial.
If a body has several models, do I have to load the same gmdc ,press 'replace' several times and then save it after each meshes is loaded or load all the meshes before loading the gmdc? What is the use of the button 'add model'?
When I have loaded one of the meshes of a hair and a gmdc, I see something different from your tutorial. I see '1' in the box' sub-group#' in the tool bar instead of 0 .At the same time, the box ' sub-group#' under' model' is blank. Should I change anything in these box? I am not sure which box you were talking about.
I see all the models' names in the object box after loading a gmdc. Should I select anything here when I load a mesh of a model each time? How about 'Num sub-group'?
I use XSI mod tool. Plz see the picture and tell me which option should be checked when exporting a smd.Thx!
Miche
7th Mar 2005, 08:40 PM
What i did:
1 using simPE 15, export object from a body file, and allso export gmcd .
2 open sim2 meshtool, go to 3dview, import object file exported in 1
3 clic on edit group
4 here is the problem: the tutorial says to clic on body in object window: I dn't have any entry in the object window. I have one in model window. I' ve tryed to select the body in the model window then export smd ; I choosed the one bone per vertice because i use Milkshape.
5 close sim2 mesh tool Open milkshape and import the smd I created : Milkshape freeze.
Can you help me?
Thanks
Nat
It sounds like you are loading a obj file, you need to load the gmdc file (which will have the extension of either .simpe or .5gd) then the objects in that gmdc file will be listed in the object list and you will be able to export them. (as long as they are objects which use bones)
natrobo
7th Mar 2005, 09:17 PM
Thanks Miche
I tryed to load a gmdc file and found body, in the object window, then export smdand close meshtool. Open milkshape (1.7.4) import half life smd. And milkshape freeze...
Thanks again for helping
nat
Miche
7th Mar 2005, 10:32 PM
Thanks Miche
I tryed to load a gmdc file and found body, in the object window, then export smdand close meshtool. Open milkshape (1.7.4) import half life smd. And milkshape freeze...
Thanks again for helping
nat
It`s still freezing, can you post the gmdc file and the smd file you are using.
Miche
7th Mar 2005, 10:32 PM
Thanks Miche
I tryed to load a gmdc file and found body, in the object window, then export smdand close meshtool. Open milkshape (1.7.4) import half life smd. And milkshape freeze...
Thanks again for helping
nat
It`s still freezing?, can you post the gmdc file and the smd file you are using.
Miche
7th Mar 2005, 11:44 PM
Thank you for your tutorial.I would like to ask you something about the tutorial.
If a body has several models, do I have to load the same gmdc ,press 'replace' several times and then save it after each meshes is loaded or load all the meshes before loading the gmdc? What is the use of the button 'add model'?
When I have loaded one of the meshes of a hair and a gmdc, I see something different from your tutorial. I see '1' in the box' sub-group#' in the tool bar instead of 0 .At the same time, the box ' sub-group#' under' model' is blank. Should I change anything in these box? I am not sure which box you were talking about.
I see all the models' names in the object box after loading a gmdc. Should I select anything here when I load a mesh of a model each time? How about 'Num sub-group'?
I use XSI mod tool. Plz see the picture and tell me which option should be checked when exporting a smd.Thx!
okay to answer your last question first (as it`s the easiest), you want the first two options checked but leave the last one "remove unused bones" unchecked.
now back to the first question.
I`m not sure what you mean, most body gmdc only have a body (or a top or bottom) mesh in them (though a few have other meshes). So do you mean you are trying to add multiple meshes to the one mesh in the gmdc file?
Untill I know what you are trying to do it`s hard to give a good answer.
But some general answers are : you can only load one smd file and one gmdc at a time in the current version of the mesh tool (this will be changing), so you need to assign the model into the gmdc file then save it, then repeat.
The "add model" button is used to add meshes from obj files into the meshes of the gmdc without replacing the original mesh in the gmdc , so you could add a extra mesh to a object but keep the original mesh/objects as well. Future versions of the mesh tool will also allow you to add smd meshes in this way.
Next question , the top sub-groups# box is used when viewing the model from the gmdc file, you don`t change anything directly in this box, just use the buttons below it to look through the groups. (don`t worry if it says 1 instead of 0)
The box which you use to assign a mesh from a smd or obj file to a mesh in the gmdc is the box at the bottom right of the screen.
I really shouldn`t of named them the same thing, that was a bad mistake.
The names in the model list are the meshes from the smd/obj file, the names in the objects list are those in the gmdc file, to assign/place a mesh from the smd file into the gmdc file, you select the mesh from the objects list and then the mesh/object from the objects list into which you want to place it and then enter the sub group number (or if using a smd file then any number other than 0) into the sub-groups# box in the bottom right of the screen, then click commit and then replace button.
If you still aren`t sure of anything , post again, as it`s a bit hard from me to tell you exactly what to do when I`m not sure exactly what you are trying to do.
Mabelline
8th Mar 2005, 08:24 AM
okay to answer your last question first (as it`s the easiest), you want the first two options checked but leave the last one "remove unused bones" unchecked.
now back to the first question.
I`m not sure what you mean, most body gmdc only have a body (or a top or bottom) mesh in them (though a few have other meshes). So do you mean you are trying to add multiple meshes to the one mesh in the gmdc file?
Untill I know what you are trying to do it`s hard to give a good answer.
But some general answers are : you can only load one smd file and one gmdc at a time in the current version of the mesh tool (this will be changing), so you need to assign the model into the gmdc file then save it, then repeat.
The "add model" button is used to add meshes from obj files into the meshes of the gmdc without replacing the original mesh in the gmdc , so you could add a extra mesh to a object but keep the original mesh/objects as well. Future versions of the mesh tool will also allow you to add smd meshes in this way.
Next question , the top sub-groups# box is used when viewing the model from the gmdc file, you don`t change anything directly in this box, just use the buttons below it to look through the groups. (don`t worry if it says 1 instead of 0)
The box which you use to assign a mesh from a smd or obj file to a mesh in the gmdc is the box at the bottom right of the screen.
I really shouldn`t of named them the same thing, that was a bad mistake.
The names in the model list are the meshes from the smd/obj file, the names in the objects list are those in the gmdc file, to assign/place a mesh from the smd file into the gmdc file, you select the mesh from the objects list and then the mesh/object from the objects list into which you want to place it and then enter the sub group number (or if using a smd file then any number other than 0) into the sub-groups# box in the bottom right of the screen, then click commit and then replace button.
If you still aren`t sure of anything , post again, as it`s a bit hard from me to tell you exactly what to do when I`m not sure exactly what you are trying to do.
Ok, let me explain it better.
Assume a body has 2 models-A & B, I want to import 2 edited meshes-A & B for the models with the mesh tool. If I follow what you said, then I:
open the mesh tool in 3d view
> tick the box 'using xsi mod tool'
> load mesh A
> load the original gmdc
> tick the box 'body editing'( Is this step also applicable for hair?)
> tick ' edit groups'
> no change in both ' sub-groups#' boxes(???)
> select model A in the list under 'object'
> enter sub-groups# under 'model' (how can I know the 'sub-groups#'?)
> commit
> no change in 'Num sub-groups'(???)
> replace
> save as a simpe file
> load mesh B
> load the same gmdc
> repeat the same thing
> save in the same simpe file
Is there anything wrong or missed?
natrobo
8th Mar 2005, 12:25 PM
Miche
here are the smd and the gdmc file.
Thanks
Nat
Miche
8th Mar 2005, 01:43 PM
Miche
here are the smd and the gdmc file.
Thanks
Nat
The problem is the smd file has been written out with "," in place of "."
I know some countries use "," in place of "." , and this is set somewhere in the control panel, but at the moment I can`t remember where. One way of fixing this problem is to open the smd file in notepad or wordpad and do a replace of all , with .
Lunatic
8th Mar 2005, 01:50 PM
Miche, here is it , I also got runtime error 9, when I try to tik gmdc view box,
:confused: you probably get it working but' I don't know what I miss when I did it by myself
natrobo
8th Mar 2005, 11:01 PM
Thanks Miche, But to change all, into . will take forever....I 'so sad
Nat
Miche
9th Mar 2005, 01:07 AM
Thanks Miche, But to change all, into . will take forever....I 'so sad
Nat
there should be a replace option in the edit menu of notepad, so you enter , as the letter to be replaced and . as what is to be used instead. I know it`ll still take a couple of minutes for the program to replace them all though.
Crammyboy
9th Mar 2005, 05:48 AM
Miche/Delphy
I have found a problem with adding and obj file to a hair mesh. The resulting gmdc has a messed up Bone Weights part of the elements section. I have uploaded the origonal gmdc, obj, resulting gmdc and a debug log. Could you please check that I haven't done anything stupid.
Thanks.
Miche
9th Mar 2005, 12:12 PM
Miche/Delphy
I have found a problem with adding and obj file to a hair mesh. The resulting gmdc has a messed up Bone Weights part of the elements section. I have uploaded the origonal gmdc, obj, resulting gmdc and a debug log. Could you please check that I haven't done anything stupid.
Thanks.
At the moment the current version of the mesh tool will not work with that gmdc file, as it uses a format which allows upto two bones per vertice, as most objects either allow one bone or three bones per vertice, I added support for them first, and haven`t had time so far to add support for the objects which only allow upto two. The next version should support these objects, sorry I can`t be of any more help.
A question for you though, what did you use to create the debug log?
Crammyboy
9th Mar 2005, 02:57 PM
A question for you though, what did you use to create the debug log?
I was quite interrested to see how the GMDC was put together, so I went through the wiki and wrote a program. I was hoping to do something very simple for adding obj to body meshes, but haven't get very far with that.
natrobo
9th Mar 2005, 10:07 PM
Thanks for youe help Miche. I manage to openthe smd in milkshape.
Nat
Saikatsu
10th Mar 2005, 05:11 AM
Me again. Run while you still can XD
I was looking around other parts of the site and found how to make shiny clothing and stuff, found the adult female super chef (afbodysuperchef) files that uses a separate meshes, one for the normal texture on the body and another mesh for the clothing, which is shiny.
I have two meshes in this file. body and body_reflected.
I want to take a different, single mesh and use it to make shiny clothes for a faerie mesh I've been making. I use afbodysundress to do this.
I bring afbodysundress's GMDC into the Mesh Tool and extract it to a SMD file. Then I import that SMD to 3DS, duplicate the one mesh,delete the exposed body from one and the clothing from the other. Save them as separate SMD files.
Now, since I have NO idea how to edit the afbodysundress GMDC (which only has a "body" mesh) to include both body and body_reflected properly, I thought I'd take the afbodysuperchef GMDC and import my SMDs into that. I check the Using 3DS box, load the reflected SMD file, load the afbodysuperchef GMDC, select the existing body_reflected, change sub-group to 1, commit, save. Same process as with single mesh GMDC files. I only did it with that one to test before moving on to the other one.
But when I go into SimPe and do Replace... SimPe freaks out on me. Something about can't contain null values. After getting rid of that message, the Blocklist is blank. Completely blank. Can't do Fix Integrity, SimPe just errors on me again. Obviously, I'm doing something wrong.
What steps should I be doing to get this to work properly?
I've attached the package, GMDC and SMD files, in case you want to look at them. I have not included the bad import file because it flat out doesn't work, I tried it a few times over. Hopefully I'm not forgetting anything this time.
I would like to know exactly what I need to do, since I have not yet attached the wings to this mesh, I'd like to be able to correctly re-insert the body_reflected mesh once I do... X3;
Thanks again for your time and patience.
Jaycephus
11th Mar 2005, 04:02 PM
Hi Miche,
You probably saw that I had success with importing in this XSI question thread (http://www.modthesims2.com/showthread.php?t=47302&page=3&pp=25):
http://www.modthesims2.com/attachment.php?attachmentid=40905&stc=1
There was one problem: the arms and hands were blocky (not smoothed):
http://forums.modthesims2.com/attachment.php?attachmentid=41503&stc=1
The arrows are showing the sharp edges. Some are due to the smoothing angle setting in XSI, and some are due to the normals as exported from the Mesh Tool. Note the line along the hip in the picture above: this is not due to XSI smoothing angle.
http://forums.modthesims2.com/attachment.php?attachmentid=41504&stc=1
Note the sharp crease in the cleavage in the picture above. This is due to the smoothing angle setting from XSI.
I changed the default Geometry Approximation settings in XSI for the smoothing angle:
http://forums.modthesims2.com/attachment.php?attachmentid=41509&stc=1
It defaulted to 'Automatic' on, and a setting of '60'. However, after changing it, the mesh still has problems as shown above. Note the dark and light areas (sun & moon). Also note that along the boundaries of the separate mesh pieces (boundaries are light blue lines in mesh), the normals (dark blue) are split. At a boundary, there are two points that are co-incident, so there are two vertex normals. Because the normals at the boundaries in this .smd file are not equal, the shading on each side of a boundary is different.
After importing this .smd mesh into the game, the creases due to XSI smoothing angle went away. But there is still another problem with the mesh:
http://forums.modthesims2.com/attachment.php?attachmentid=41505&stc=1 http://forums.modthesims2.com/attachment.php?attachmentid=41506&stc=1
The boundaries are shading differently on each side, but the non-boundary creasing went away (such as at the cleavage). The picture below shows the problem clearly:
http://forums.modthesims2.com/attachment.php?attachmentid=41507&stc=1
I decided to import an .obj to compare:
http://forums.modthesims2.com/attachment.php?attachmentid=41508&stc=1
In the picture above, the .smd is behind the .obj import. Both have the default XSI smoothing angle. However, the .obj is completely smooth, both at the boundaries and in the non-boundary areas, such as the cleavage.
Below is a picture of the .obj normals. Note that the normals of the two points along the boundaries are merged (co-incident). The circles highlight the boundary points. The normals from each of these points are co-incident, so that the two normals look like only one normal. This makes the surface of the .obj mesh render as if there were no boundary.
http://forums.modthesims2.com/attachment.php?attachmentid=41511&stc=1
The picture below shows how smooth it renders:
http://forums.modthesims2.com/attachment.php?attachmentid=41512&stc=1
I then discovered that there was a 'User Normal' added to the .obj mesh in XSI that was missing in the .smd mesh. In the picture below, I dragged and copied the User Normal folder in the XSI explorer from the .obj mesh to the .smd mesh. The result is that the .smd mesh was now smoothed correctly, but the normals on the entire mesh were now rotated 90-degrees. This is probably due to the fact that Mesh Tool is exporting the .smd in an 'upright' position, but the .obj is exported in a 'prone' position.
http://forums.modthesims2.com/attachment.php?attachmentid=41513&stc=1
The picture below shows that the normals are rotated 90-degrees on the .smd mesh:
http://forums.modthesims2.com/attachment.php?attachmentid=41510&stc=1
Miche, is there a way to fix the .smd export that would correct this?
Or at the least, how about leaving the .smd export rotated the same as the .obj export, so that the user normals from an .obj can be used on an .smd? It would be an extra step to export an .obj of the same mesh just for the User Normals, but it could be a quick fix until something else can be done.
Thanks,
Mabelline
12th Mar 2005, 03:09 AM
I have the similar problem with Jay but my situation is even worse.My dress is broken and semi-transparent.
http://www.modthesims2.com/attachment.php?attachmentid=41681&stc=1
What I have done to the dress is just moving some of the vertices and then reassigning all its vertices.
When I import another smd file that I haven't reassign any vertices to bones, the problem is the same as Jay.
http://www.modthesims2.com/attachment.php?attachmentid=41685&stc=1
I think maybe reassignment of vertices to bones (by setting envelope) causes the dress to be broken and semi-transparent.
Why it is so?
Jay,have you reassigned all the vertices by setting envelope?
WesHowe
12th Mar 2005, 07:24 AM
Jaycephus:
Are the screenshots from the free XSI package or the full one?
<* Wes *>
Miche
12th Mar 2005, 12:43 PM
Jaycephus:
Are the screenshots from the free XSI package or the full one?
<* Wes *>
Wes,
I`m not sure but I think most of the features are in the free one that are in the foundation version, other than some of the saving of data and files being disabled.
Jaycephus,
I`ll try to have a look at this over the weekend, it has been a very busy week for me, as it was the first week back at work after the birth of my daughter. So I have a lot of catching up do to this weekend in regards to the mesh tool.
Jaycephus
12th Mar 2005, 06:38 PM
Hi, guys, no big hurry or anything. I know you are providing free tools in your spare time. I just wanted to put the information up here. I know you all have been working on this stuff, and have a real life too. Congratulations on the new daughter. I have a one-year old son, and it is the greatest thing ever.
Wes, the screenshots are from one of the full versions (Foundation).
I own XSI Foundation, so using ModTool would be redundant. ModTool is Foundation with some things disabled, basically. I had considered installing ModTool on my system just to test how a procedure worked in ModTool, but after reading on Softimage.com about what exactly is different, I decided that it would be a waste of time. It is not a very big difference outside of disabling certain import/export capabilities.
The .smd import and export is exactly the same for all versions of XSI, because that is provided by the valve.addon, which is the same for any version of XSI. You can see that Mabelline's import has the same issues as mine, namely, the problem of the .smd file not having the User Normals (the normals as set by Maxis).
Mabelline, I never re-assigned the envelope. This would automatically reset the bone weights, and depending on how you set the envelope operator, and how XSI automatically assigns weights, a given point on the mesh might go from being assigned to three bones to being assigned to only one, for example. This would have a significant effect on how the mesh would look in a given pose, and how it would animate in-game. So if editing an existing mesh, it just makes more sense not to mess with the envelope. You 'could' tweak it. I've seen meshes in the game where there is ugly distortion in the chest area or other areas during certain animations that might be improved by tweaking the vertex-to-bone weights, but I wouldn't want to try it until we have the actual skeleton setup in XSI so that the edits could be tested in XSI as they are made.
So to answer your question, no, I don't reassign the envelope, and yes, reassigning the envelope is probably the reason your mesh becomes distorted, due to the fact that the vertexes may be assigned to entirely different bones than what Maxis had assigned them to originally.
On your question of modifying this dress to have frills (in the other thread), yes it is possible, and you are on the right track. The fashion police might get you, though. (just kidding) When you add the points that make up the frill, you will just have to manually edit their bone weights so that they are similar to the pre-existing points that are near them. If you add a point near the shoulder, set the weights of the new point to be the same as one of the pre-existing points in the shoulder. Then you will have to test it in-game to see how it works with various in-game animations. To see the current weighting on a few of the pre-existing points and your new points at the same time, go into point edit mode ('T'), select the new points and a few of the pre-existing points in the same area, and then press CNTL-E to open up the weight editor. To texture the new frills, view your mesh in the Texture Editor, and move the new points out to an open area on the texture. Open up the texture file in Photoshop. Paste in a lace texture in the same area in Photoshop and save it, and then when you switch back to XSI, it will update the texture to show the lace. Then you can edit the alpha map in Photoshop so that the lace is shown in the game.
It will be really cool if the MTS guys can extract the full skeletons and animations from the games and bring them into XSI. Then all of this can be edited and tested in XSI.
Jaycephus
12th Mar 2005, 07:30 PM
There is a problem that people are currently having when they try to import an edited .obj file into a MESH package. I am having the same problem with various versions of both SimPE and Mesh Tool. Using the tutorial by Brianna, if I place the original GMDC back into the mesh package, there is no problem in the game. If I create an edited.obj GMDC created by Mesh Tool (.9.46, and the previous version as well), then the mesh is exploded in the game. I can then replace the original GMDC or an edited.smd GMDC back into the mesh package, and it is back to the un-exploded state in the game. I am wondering if the problem is actually in how Mesh Tool creates the edited.obj GMDC? (As always, I am using XSI to create the edited .obj, so that is also a factor in this case. Should I try importing/exporting the .obj trough Milkshape?)
Thanks,
WesHowe
13th Mar 2005, 04:47 AM
It will be really cool if the MTS guys can extract the full skeletons and animations from the games and bring them into XSI. Then all of this can be edited and tested in XSI.
This MTS guy doesn't have XSI, and dreads the thought of that HUGE download on a hickuppy dialup connection.
Now that MTS guy (YOU) could get all the joint locations from MilkShape with the plugins. There are reasons I didn't connect the bones up during import (they aren't connected in the GMDC), but the locations are correct.
Prior research I did leads me to believe that the bone locations in the CRES file override the locations in the GMDC, anyway. You just need the bones to establish the assignments and the relative distances between the vertices and the joints.
Mabelline
13th Mar 2005, 05:58 AM
Thx, Jay! So there is no need to remap or change (in XSI) the alpha and the normal map of the dress?
Wes, I am not clear about how to use the milkshape plugins. Of coz I know how to import and export gmdc with milkshape.I just don't know when to use it. When I want the meshes to be in smd format, how can i use it?
Jaycephus
13th Mar 2005, 08:44 PM
Heh, Wes. Actually, the Mesh Tool gives us joint positions in the .smd export. Miche has talked about connecting up the bones at some point in the future, and that was that to which I was referring.
I discovered last night that the normals in the .smd as exported from the Mesh Tool seem to be correct, because I can reimport that .smd unedited back into a MESH package, and it renders correctly in SimPE & bs. But if I import it into XSI, it loses the original Maxis normals and defaults to plain normals at the time of import. I can then import an .obj, which will have a 'User Normal' folder created at import, and I can drag or copy that folder over to the .smd mesh and then have the smooth rendering on the .smd in XSI, SimPE, and bs. The only problem with that workaround currently is that the normals of the .obj are 90-degrees out of sync with the .smd mesh.
I don't know if the XSI .smd importer is just incapable of bringing in User Normals or not. I might be able to find a HalfLife2 mod site that could tell us.
Thanks,
WesHowe
14th Mar 2005, 03:37 AM
Thx, Jay! So there is no need to remap or change (in XSI) the alpha and the normal map of the dress?
Wes, I am not clear about how to use the milkshape plugins. Of coz I know how to import and export gmdc with milkshape.I just don't know when to use it. When I want the meshes to be in smd format, how can i use it?
Well, I was confused about what jaycephus was saying.
You could use the MilkShape GMDC Import plugin or you could use the .obj export from SimPE and the MilkShape .obj importer. Half of one, six dozen of the other. But that wasn't what I was meaning (see jaycephus message).
<* Wes *>
Jaycephus
24th Mar 2005, 03:55 AM
I added a long post to the Mesh Tool Help thread about issues with .obj import-export in most 3D packages:
http://forums.modthesims2.com/showthread.php?t=51143&page=3
I'm curious if anyone knows what is going on with XSI and other .obj exporters that create a lot of additional vertex normals and texture vertexes, and redefine the faces, compared to the original .obj import. I've found that different packages do the same things in this respect, though they all do things a little differently as well. Although I haven't checked it, I'm sure the issues with Max and Maya .obj exports having problems in-game are because of this as well.
Thanks,
WitchyWoman
24th Mar 2005, 05:14 AM
I'm sure that this will work as well as the previous MeshTool, which is easy for a beginner like me to understand!
grykon
24th Mar 2005, 05:26 PM
I added a long post to the Mesh Tool Help thread about issues with .obj import-export in most 3D packages:
http://forums.modthesims2.com/showthread.php?t=51143&page=3
I'm curious if anyone knows what is going on with XSI and other .obj exporters that create a lot of additional vertex normals and texture vertexes, and redefine the faces, compared to the original .obj import. I've found that different packages do the same things in this respect, though they all do things a little differently as well. Although I haven't checked it, I'm sure the issues with Max and Maya .obj exports having problems in-game are because of this as well.
Thanks,
Hey Jay....I was examining the output obj from simpe, milkshape and blender. simpe and milkshape are very comparable...blender on the other hand...*wow* The sections start off the same, but become weird real quick! none of blender's sections end the same, and the triangle section is really messed up...I had hoped that the problem was maybe a simple problem that I could code my own program to take a blender obj, edit out what shouldn't be there and save it and have a viable obj file. After looking at it, there isn't a change...it duplicates a lot of the data, which isn't too big of a deal, the biggest problem is the triangle area...there isn't anyway I could see to write code to know what was or wasn't suppose to be there and fix it...Haven't looked at XSI yet...
I've tried following the tut here to get an smd file into the game, but it keeps defaulting to the original mesh...I know it shows up in the mesh tool correctly, but when I try replacing the gmdc file with it, it doesn't work.
EDIT: After reading your linked post there, I guess I won't...Sounds kinda like what I am seeng in Blender's output...There must be a couple of different standards for obj file formats...or maybe the milkshape/simpe format was an original and everyone else has moved on to another...Not sure what the answer here is.
Jaycephus
25th Mar 2005, 01:24 AM
I added an even longer reply to my post in the thread I link to above in post # 124.
Basically, XSI and other apps use a vertex normal per poly per vertex, so a model with 100 triangles will have 300 vertex normals (100 polys times 3 vertices per poly), but TS2 only expects 1 normal per vertex.
Jaycephus
26th Mar 2005, 01:26 AM
Hi grykon, I read your last edit.
Basically, games don't want to work with un-needed, extra data. Maxis and others use one vertex normal per vertex, and have no way to handle more.
Some 3D apps don't store vertex normals in .obj exports, even if you imported a file that has them. When they export, the .obj file just has the vertex data, face data, and maybe the UV data (texture vertexes). Some 3D apps export normal data, but it is per-poly instead of per vertex. Custom plugins or helper utilities will have to handle this problem.
BTW, Milkshape is being used by some to massage the .obj. I need to do another test on XSI .obj files that are imported/exported by Milkshape, but I already know what happens if you import a file from an app that strips out all the normals. Milkshape just creates a dummy vertex normal (v 0 0 0), and then references this normal in the face data. The result is a model that is all black in a renderer. The resulting .obj will be accepted by the Mesh Tool, but you want to be sure to change the settings before creating a new GMDC. Everything except vertices needs to be unchecked so that only the vertex data is imported to the new GMDC. The 'original' GMDC provides the rest of the data. I'm pretty sure this technique can also be used with an XSI .obj, but I'll need to test it. It is an acceptable technique for many types of mesh edits, but for more extreme editing, the original normals will not look right on the new mesh. Shadows and highlights might show up in unusual areas.
grykon
26th Mar 2005, 06:01 PM
Hi grykon, I read your last edit.
BTW, Milkshape is being used by some to massage the .obj. I need to do another test on XSI .obj files that are imported/exported by Milkshape, but I already know what happens if you import a file from an app that strips out all the normals. Milkshape just creates a dummy vertex normal (v 0 0 0), and then references this normal in the face data. The result is a model that is all black in a renderer. The resulting .obj will be accepted by the Mesh Tool, but you want to be sure to change the settings before creating a new GMDC. Everything except vertices needs to be unchecked so that only the vertex data is imported to the new GMDC. The 'original' GMDC provides the rest of the data. I'm pretty sure this technique can also be used with an XSI .obj, but I'll need to test it. It is an acceptable technique for many types of mesh edits, but for more extreme editing, the original normals will not look right on the new mesh. Shadows and highlights might show up in unusual areas.
Let's see if I can reply to this before the board goes down (again) and I lose what I say...I've not had any problems with MS other then that one mesh we discussed in the other thread more then a month ago...And as that isn't a problem with MS but the way Maxis created that mesh. Whenever I import a modified mesh, I only have the replace names unchecked...
I have been following Wes's thread, about the animation plug-ins and I am thinking now that I have MS registered, I may adventure a little and put them in...since with those Wes says we can actually add to or delete from the mesh. The one thing that bothers me about most of the meshes, is that the clothes looked painted on...what I would like to try is adding a small area around where I want the clothes to be to give the edge a raised look...Might help with the painted look.
Morague
29th Mar 2005, 07:15 AM
Saikatsu,
I think I can help you a little bit because i have extensive knowledge of the SuperChef outfit :) LOL - it took me over a month to finally figure out how to get it to extract properly & be editable.
What you need to do is start with the SuperChef outfit to make any new mesh that you want to have reflectivity because it & the orange teen dress are the only meshs that have a body_reflected in the GMDC & we can't add or subtract from the GMDC. Whatever is in there to start with is what we have to work with. You can't use the sundress for reflectivity because the GMDC doesn't have a body_reflected listing & you can't add it, it has to be there to start with.
Morague
Jaycephus
29th Mar 2005, 07:41 PM
...I've not had any problems with MS other then that one mesh we discussed in the other thread more then a month ago...And as that isn't a problem with MS but the way Maxis created that mesh. Whenever I import a modified mesh, I only have the replace names unchecked...
I have been following Wes's thread, about the animation plug-ins and I am thinking now that I have MS registered, I may adventure a little and put them in...since with those Wes says we can actually add to or delete from the mesh. The one thing that bothers me about most of the meshes, is that the clothes looked painted on...what I would like to try is adding a small area around where I want the clothes to be to give the edge a raised look...Might help with the painted look.
Right, if you are importing a SimPE .obj directly into MS and then back out, you should have few problems, though I did notice that it alters the data some. Checking the MS-altered file in a program that displayed the normals and the mesh boundaries with different colored line segments (XSI), I could not find a visual problem or defect, but the file actually had fewer normals than the original, and it had even fewer texture vertices than normals, so there is some data being deleted, and there 'could' be a slight problem or shading defect in-game. Or it could mean that the file was not optimized by Maxis, and MS automatically optimized it, creating a slightly leaner file.
And with Wes' plug-in, you are getting all of the mesh and bone data into MS, but I think there might still be an issue with that. In the dresses I've played with, it looks like the original TS2 data will weight individual vertices to 1-3 bones, whereas MS can only handle one bone per vertex. This means that for a vertex that was originally affected by three bones, Wes' plug-in has to choose one bone out of the three and assign a '100%' weight to that bone for that vertex. The resulting mesh, once imported back into the game, may have some rougher animation, but I'm not sure how noticeable this would be in actual practice.
In any case, the answer is yes, you will be able to add vertices, and therefore polys. See my most recent post in this thread for a bit of a technical explanation: http://www.modthesims2.com/showthread.php?t=53591
lovelysims2
2nd Apr 2005, 11:40 AM
I'm a Thai people who lives in Thailand.Thailand is a country in the south-
east asia. Thai language is the native (formal) language of Thailand.
(so I'm sorry if I 've used any wrong words or grammar.)
I want to post a translated tutorial which is composed of your tutorial
and WDS BriAnna's tutorial and was translated into Thai by myself.
I also add some pics to your tutorial which I captured by myself.
I planned to post the translated (and mixed) at
Thai The Sims 2 Webboard (http://www.212cafe.com/freewebboard/list.php?user=thaithesims2). Do you allow me to post it?
(I've attached a zip file which contains this translated tutorial and some font
you will need to view it. In addition, it has "Note to Miche.txt" which
has more detail.)
TheSims2Master
2nd Apr 2005, 12:24 PM
Hi, this may be a stupid question but how do I import objects into the gmdc? I have a bed and I have imported the frame and that works fine but I also want to add an additional object into that gmdc instead of one overwriting something. How can I do this?
psyckotic
4th Apr 2005, 08:22 PM
Hi, this may be a stupid question but how do I import objects into the gmdc? I have a bed and I have imported the frame and that works fine but I also want to add an additional object into that gmdc instead of one overwriting something. How can I do this?
I have the same stupid question as TheSims2Master. Is it possible to add a mesh with its own name so its own material ?
psyckotic
4th Apr 2005, 09:28 PM
I have the same stupid question as TheSims2Master. Is it possible to add a mesh with its own name so its own material ?
I don't know to add mesh in a gmdc with bones with the meshtool, but i know it works with a milkshape plugin 2.15 with milkshape 1.7.4. But you need to assign all your new meshes to a static bone. :smash:
Mage
9th May 2005, 11:49 PM
:clap: Thank you so much for explaining how to do this. I just usd the .obj method to import a barstool and an aquarium mesh. I am so happy to get them working right in my game.
Mage
10th May 2005, 05:30 PM
ok, what does this mean please
"Run-time error '481'
Invalid picture"
I get it when I try to load my mesh in 3d view or if I load the mesh first when I try to go to 3d view. I made the mesh in the usual way in Milkshape 3d. It is a chess table.
owaizoo
10th May 2005, 06:17 PM
will there be a version of meshtool which supports all formats
like maya
and other
cos when i make a mesh in maya
meshtiool cant read it
:(
Mage
10th May 2005, 09:55 PM
If you remove the textures from the mesh in milkshape before you export it as a .obj file, and that error should go away.
Thank you so much. That worked like a charm.
windkeeper
26th May 2005, 01:00 AM
*Edit* Figured it out! I missed the part that the new mesh should be devided into groups. Everything works now, thanks!
RobynsWingz
30th May 2005, 03:03 PM
Hi. Many thanks to Miche for his time and effort at developing this fine tool--I'm looking forward to using it.
I'm a beginner at all this, but very excited to learn it. By following BriAnna's excellent tutorial, I've been able to extract an .obj file from a .package file using SimPE and have imported it successfully into Blender. A bit of a blocky image, but I guess we want to keep normals faces and vertices down, don't we?
However, I saw no skeleton. Or bones. Or anything that might faintly resemble that sort of structure.
Does this mean that I can't edit the obj and use it in Sims 2, especially if I want to add a vertex or two?
Cheers,
*~*Robyn
Mage
31st May 2005, 11:43 PM
Hi, I have now made several objects (chess tables, aquariums an armoire) successfully with this method and I'd like to thank you again for making it possible. Now I'm wondering if there is any way to make an armchair with the bounc-in-the-seat animation when a sim sits. The chair I cloned, Armchair by Club Design has only one group that isn't a shadow and it has no sub-groups so I'm guessing I'd have to have the original vertices from the seat in my mesh, but even then is it possible?
eduardoblancos
3rd Jun 2005, 06:47 AM
I downloaded this tool, SimPE, milkshape3d, I want to make the Lord of the Rings and Star Wars characters, I worked before with 3dMax, but this is my first challenge, because I just buy Sims 2 today, what is firts, someone want to help me please
RachieBoBachie
3rd Jun 2005, 10:09 PM
Can you only mesh objects with this tool or can you create body/ clothing meshes as well..if so, can you tell me how?
VideoGames224
9th Jun 2005, 10:17 PM
Hi. I haven't downloaded the MTS2 tool yet but I want to know if it can mess up your computer. I need anyone who has had problems to tell me if it will be ok if I could put it on my computer. Please
VideoGames224
11th Jun 2005, 04:13 PM
Ok. I have a question. If I see a mesh such as a hair mesh, how do I put it into the game? What I want to ask also is do I need a 3D program in order to put that hair mesh into the game? If so why because I don't want to edit anything I just want to put it on the game. Thank You anyone who replies.
JM23
12th Jun 2005, 07:51 PM
I am so very new to this but can you tell me where to place the file after downloading it? I want to try to make an object. And where can I find imformation on how to use it?
Thank you so much
a head of time
AlfonSS
13th Jun 2005, 03:16 PM
I'm VERY new to meshes and stuff and know nothing about it. I haven't find a tutorial that explains how to do and all that when you're as new as I am. I was wondering, how I can edit meshes ... at all. Like a mesh from the sims2, how do I edit it? What kind of file is it, and where can you find it?
kandi1331
15th Jun 2005, 09:40 AM
I've read your tutorial and also 2 others concerning object creation and I'm having a heck of a time packaging my object for the game.
Every time that I try to import an .obj file with the mesh tool I get an error (runtime error 9 subscript out of range). I'm not sure what that refers to but I tried using 2 3d programs milkshape and maya (just in case) and attempting to import objects from either program gives me this error and shuts down the program.
aphroditeindior
17th Jun 2005, 01:47 PM
so i really want the mesh tool but, everytime i follow the link i get all the way to download screen and it comes up this page can not be displayed and now that i was thinking about it i tried to download meshes the other day and this was all i got! i thought maybe it was my privacy/cookies settings but i turned them nearly completly off and still had this problem. what am i doing wrong? thanks in advance! :blink:
sirb
20th Jun 2005, 10:33 PM
Weird problem...
Using Simpe 0.40.1992.25042 and this latest version (only one I've tried) and it's dying my friend...
I'm following WDS BriAnna's tutorial: http://www.modthesims2.com/showthread.php?t=43092&page=1&pp=25
When it comes time to extract the object and then replace the GDMC, the problem manifests itself.
The preview looks like the first attachment. I then export the object, export the GMDC, load the Mesh Tool, select the object (unedited), select the GMDC (unedited), save it, import the result over the GMDC, and then preview and it looks like the second attachment, rotated automatically. This leads to the model laying that way in game.
Any clues as to what's going on?
Mage
21st Jun 2005, 01:18 AM
Has anyone seen a tutorial on the new internal mesh importer in the new SimPE?
Everything I've tried to make with it has turned out wrong and I need step by step instructions for dummies.
sirb
21st Jun 2005, 01:20 AM
Mage: If you find one, post the link here, because I've tried and tried and I almost feel like the thing is broken.
jase439
21st Jun 2005, 01:24 AM
You cannot use the import/export features of SimPE 0.40 with the mesh tool. You'll need to download 0.35b and use Delphy's Export OBJ functions that ships with that version of SimPE if you want to follow the step-by-step procedure outlined in BriAnna's tutorial and use Delphy and Miche's mesh tool.
If you want to use SimPE 0.40, I suggest you use Milkshape and Wes_H's milkshape plug-in for import and export. I hope Brianna updates her tutorial to take advantage of some of these newer tools. These newer tools are much more robust in my opinion. The mesh tool was good in its day, but getting a bit dated - still useful for someone starting out though.
EDIT: It may be possible to change the vertex ordering from XZY to XYZ and get this to work, but from what I've seen SimPE 0.40 produces a slightly different OBJ output format than what Delphy and Miche's mesh tool is expecting - so it may still barf on you. I was never able to get SimPE 0.40 and the mesh tool to play nicely with each other, but had no probs with 0.35b.
sirb
21st Jun 2005, 01:47 AM
God damn..... 10 hours mucking around on and off with this and I finally find out it's not me!
Thanks Jase, you're a life saver.
sirb
21st Jun 2005, 01:58 AM
atavera, you're a scholar and a gentleman.... thank you...
jase439
21st Jun 2005, 02:08 AM
God damn..... 10 hours mucking around on and off with this and I finally find out it's not me!
Thanks Jase, you're a life saver.FWIW, the XZY-->XYZ thing worked for me in getting the model oriented correctly, but my normals and UV's seemed to be completely thrashed after trying to import via the mesh tool. The sim basically "exploded" in body shop. I think Delphy/Miche's mesh tool is very sensitive to the layout of the data - and the OBJ format is subtly different in 0.40 than what is produced by 0.35b. The same mesh exported from Milkshape using Wes_h's plug-in (and then imported back into SimPE) produced correct results.
Your mileage may vary :)
katdawglover90
21st Jun 2005, 08:46 PM
hi im new here and i downloaded the Mesh program and its saying that the application failed to start because MSVBVM60.DLL was not found. Re-installing the application may fix this problem. What does that mean and what should I do?
sirb
21st Jun 2005, 10:08 PM
Means you should get the DLL. Google my friend.
jase439
22nd Jun 2005, 05:40 AM
hi im new here and i downloaded the Mesh program and its saying that the application failed to start because MSVBVM60.DLL was not found. Re-installing the application may fix this problem. What does that mean and what should I do?http://support.microsoft.com/default.aspx?scid=kb;en-us;290887
Miche
22nd Jun 2005, 01:39 PM
Weird problem...
Using Simpe 0.40.1992.25042 and this latest version (only one I've tried) and it's dying my friend...
I'm following WDS BriAnna's tutorial: http://www.modthesims2.com/showthread.php?t=43092&page=1&pp=25
When it comes time to extract the object and then replace the GDMC, the problem manifests itself.
The preview looks like the first attachment. I then export the object, export the GMDC, load the Mesh Tool, select the object (unedited), select the GMDC (unedited), save it, import the result over the GMDC, and then preview and it looks like the second attachment, rotated automatically. This leads to the model laying that way in game.
Any clues as to what's going on?
I`ll try to have a look into this, I rarely get any free time to do anything lately. So I`m so out of touch with what has happened with SimPe and anything else sims related.
It's going to take me some time to catch up (if I get that time) and find out what the state of SimPe and any other tools are at.
To show how out of touch I am, I don`t even know if anyone has made an animation tool yet... when I still had free time and was working on decoding the animation format with Wes and Datafarmer, we believed we were quite close to understanding it and I had made a few new test animation.
samanthajhawes
23rd Jun 2005, 02:53 PM
Hi i am a new user and on thesims2.com you cant download some tipes of hair and one person said that you can download it if you download the mesh tool on this site but i cant figure out how to do it. could you send a message to "
[email protected] " explaining how to get the mesh for long hair. Thank you so much
Loverat
25th Jun 2005, 04:49 AM
samanathajhawes
I don't know where you got that info but I am guessing the official site or some other place where people don't have a clue what they are talking about. The mesh tool is for use by creators making NEW 3d meshes.
If you want new meshes for in your game you download them. Browse to our download area, find genetics meshes and you will find a hair section.
kletus4pres
29th Jun 2005, 12:18 AM
Being new to this site and this mesh stuff, 99% of what you all are saying is a foreign language to me. I can't even download the original program that this thread is for. I always get the message:
ERROR
The requested URL could not be retrieved
While trying to retrieve the URL: http://files.modthesims2.com:81/getfile.php?
The following error was encountered:
* Access Denied.
Access control configuration prevents your request from being allowed at this time. Please contact your service provider if you feel this is incorrect.
Your cache administrator is webmaster.
Generated Tue, 28 Jun 2005 23:04:53 GMT by localhost (Squid/2.4.STABLE3)
Wud I do? Is it me? ARGH
eirenagerrek
4th Jul 2005, 06:31 AM
I'm currently working on a skin that I want to upload, but it has an annoying raised area where a halter necklace thing used to be. So I downloaded SimPe and MTS2 and I know that I need a 3D program. Could someone give me the link to where I can get MilkShape? Thanks.
Eirena
Mage
4th Jul 2005, 07:12 AM
I'm currently working on a skin that I want to upload, but it has an annoying raised area where a halter necklace thing used to be. So I downloaded SimPe and MTS2 and I know that I need a 3D program. Could someone give me the link to where I can get MilkShape? Thanks.
EirenaGet Milkshape here. (http://www.milkshape3d.com)
Have fun creating.
eirenagerrek
4th Jul 2005, 03:36 PM
thanks so much. i'm on my way to download it now.
eirena
SeXy_LeXy_11
6th Jul 2005, 05:01 PM
How do you create objects, cause a simmaster on the sims2 said to go here. Can you help me? :bump: :dmille:
VideoGames224
8th Jul 2005, 02:03 PM
Ok. I am new to all of this meshing stuff so can someone please help me? I would be very thankful if someone would please send me a easy tutorial on how to import meshs into the game. If you have an easy one that I can understand please send it to :
[email protected]
bradfordkf
8th Jul 2005, 07:20 PM
so, the ONLY advantage to using smd files is that you can have multiple bones assigned to a vertice? i can see how thatd help, but id like to be able to also edit the fat/prego body types. will this be poosible soon you think?
Max3D
13th Jul 2005, 05:47 PM
i got that error when i import and obj file
could u help me ? :(
i do the mesh with 3dstudio and then i've imported it in Wing3D and then exported in obj format...
http://www.max3d.it/temp/sShot/Help.jpg
:( i wanna mesh tooo >(
sportygal554
16th Jul 2005, 01:33 PM
SimPe to Run the meshing toold? cant u just use paint or somethin?????
Max3D
16th Jul 2005, 06:29 PM
Actually i replace directly the obj file in simpe without creating a new .package file probably that is one of my error ^^
Dr. Doom
9th Aug 2005, 12:20 AM
Okay, I'm confused. I can't find the .obj files to use so that I can mod them. Help. Please. :confused:
lsnrocks
10th Aug 2005, 03:41 PM
Do u have to pay for it?
toadfingers83
13th Aug 2005, 03:29 AM
I used milkshape to create this mesh but I can't figure out how to export it. Could someone help me finish the job. :D I've included a before and after- the after is in milkshape format.
neary
28th Aug 2005, 09:31 AM
Okay, I'm confused. I can't find the .obj files to use so that I can mod them. Help. Please. :confused:
Yes me too. I can't find these files. Were are they??
angelindesgise
30th Aug 2005, 11:54 PM
I've been following the new mesh tutorial but using my own object..like an endtable and I cloned the CORNERSTONE "Sentinel" endtable. It has only one material , so I made my endtable in wings3D
only 1 combined material.
Any way in Meshtool I keep getting to the part where you choose materials in model then choose view GMDC.... I get this error http://img.photobucket.com/albums/v193/Angelindesgise/SIMS2/SIMS2-OBJECTS/meshtool-viewGMDC.jpg
Can someone help me on this or has this happened to anybody else? :confused:
Mage
31st Aug 2005, 02:34 AM
I've been following the new mesh tutorial but using my own object..like an endtable and I cloned the CORNERSTONE "Sentinel" endtable. It has only one material , so I made my endtable in wings3D
only 1 combined material.
Any way in Meshtool I keep getting to the part where you choose materials in model then choose view GMDC.... I get this error http://img.photobucket.com/albums/v193/Angelindesgise/SIMS2/SIMS2-OBJECTS/meshtool-viewGMDC.jpg
Can someone help me on this or has this happened to anybody else? :confused:
Hi Angel!
I think you can solve that problem by deleting the texture from the .obj file and resaving it. At least I think that's how it works with Milkshape.
angelindesgise
31st Aug 2005, 03:07 AM
are you talking about deleting the texture file in SimPE? The gmdc file?
Mage
31st Aug 2005, 04:00 AM
are you talking about deleting the texture file in SimPE? The gmdc file?
Oops! No not in SimPE. I use Milkshape and it seems if I don't delete all the materials before I export the .obj file I get that error in the mesh tool.
angelindesgise
31st Aug 2005, 02:13 PM
Oh ok, thanks....I don't use Milkshape I use wings3D. I combine the materials before I export.
This is my first attempt in trying to make objects.I have been studying Mod_V's tutorial over at MTS2 but I'm waiting on part 3. So I'm stuck as to what to do. So I've tried to work with the Mesh Tool and I'm getting this crazy error. I open the 3dfile I made in wings plus I open the GMDC file( 5gd mesh) then edit groups and pick materials in which I named the material. I check view GMDC and that error comes up. :weep:
Mage
5th Sep 2005, 01:42 AM
Oh ok, thanks....I don't use Milkshape I use wings3D. I combine the materials before I export.
This is my first attempt in trying to make objects.I have been studying Mod_V's tutorial over at MTS2 but I'm waiting on part 3. So I'm stuck as to what to do. So I've tried to work with the Mesh Tool and I'm getting this crazy error. I open the 3dfile I made in wings plus I open the GMDC file( 5gd mesh) then edit groups and pick materials in which I named the material. I check view GMDC and that error comes up. :weep:
Hmm.. I wish I could help.
angelindesgise
5th Sep 2005, 05:09 AM
Awe, That's ok.....I'm being very patient. In the mean time I'm tidying up my site with new navigation.
Mage
5th Sep 2005, 03:53 PM
Awe, That's ok.....I'm being very patient. In the mean time I'm tidying up my site with new navigation.
Yeah, I checked it out (I looked at the link you gave Greg); I love the way it looks.
angelindesgise
5th Sep 2005, 04:51 PM
Oh Mage you made my day!!!!
Thank you soooo much, I'm not finished yet.
My other site is so unorganized it's not funny. I feel that I'm doing others a favor.
elbar
11th Sep 2005, 12:37 PM
a very simple fix
for the opening a package in simpe if you do not whant it to
is to hold shift then right click on any .package file
and chose the open with option then pick the package installer program from the list suplied
bmoffatt
11th Sep 2005, 12:50 PM
My friend installed this on my computer, with no intention of ever using it, and since I don't make meshes, how do I uninstall it? It's not listed in Add/Remove Programs, nor did it come with an uninstaller... that I know of. It just messes with the package files I download and opens them up in SimPE instead of the package installer, which is easier and less time consuming.
bmoffatt
13th Sep 2005, 01:58 AM
a very simple fix
for the opening a package in simpe if you do not whant it to
is to hold shift then right click on any .package file
and chose the open with option then pick the package installer program from the list suplied
Thank you :^D
yvettepranger
16th Sep 2005, 09:38 PM
Hi,
I have tried your tutorial and the "new mesh" tutorial from Jwoods, in both cases my armoire is lying on the ground, half a meter in front of the clothing. Do you maybe know why?
SimParadies
24th Sep 2005, 04:44 PM
I dont' know but i can't download the Meshtool??? please help me, i want to do some new clothes
simsistic
28th Sep 2005, 08:20 AM
hi
this is my first time trying to make a mesh,and iv followed a tutorial. but when im trying to open load mesh to sims 2,i got an error. run time error 7..out of memory. am i doing something wrong?
ty for helping :)
tiggerypum
28th Sep 2005, 09:44 AM
First, if you remove the mesh from your game, does your game work again?
Secondly, can you view your mesh in bodyshop?
simsistic
28th Sep 2005, 02:20 PM
hi
i havent tryed to open the game yet,so i dont know if the game work.when i open body shop,the dress that i was supose to make a mesh from was there with a star on.i thought that was how it was supose to be? all i have done so far,is play with it in milkshape. i could do the first step in mesh tool.but not the second.
simsistic
Mage
28th Sep 2005, 03:22 PM
Hi,
I have tried your tutorial and the "new mesh" tutorial from Jwoods, in both cases my armoire is lying on the ground, half a meter in front of the clothing. Do you maybe know why?
Could it be that when you exported your mesh from SimPE the order (to the right of the export and import buttons) was set at XZY? The Mesh Tool imports it as XYZ ann that could lay it on the ground. All you have to do is rotate your mesh 90* to get it right (well you need to clone another object and export it XYZ so you can line your new mesh .obj up with it).
tiggerypum
28th Sep 2005, 11:27 PM
yvettepranger, there is an easier way than turning your mesh in milkshape --
this from the people modding sim bodies:
What I was saying is that if you have already made the mistake of exporting the mesh in xzy format, modified the mesh, and tried to re-import it - at which point you would get the lying down mesh in bodyshop - to fix this problem without having to start over again, re-export the lying down mesh you have just created in the xzy format, which would reverse the xzy order to xyz instead.
exported xzy- z and y get reversed... edited the model. Imported it with MTS2 mesh tool which imports at xyz. Got the horizontal mesh.
From SimPE exported the horizontal mesh on the xzy, z and y get reversed again, making the model xyz. Re-imported it with MTS2 mesh tool, which again imports at xyz. Fixed mesh, no horizontal problem. Didn't have to start the mesh over from scratch because of the original mistake. Hope this clarifies what I am trying to say. One last example:
xzy - Exported object - xzy is the axis orientation
xyz - MTS2 mesh tool - reverses the y and z so they are backwards
xzy - Exported horizontal object - reverses the y and z so they are normal
xyz - MTS2 mesh tool - mesh the way it should be.
I am not saying this is how it should be done, I am saying this is what to do if you accidentally export on the xzy, edit your mesh, and import it before you find out that you exported the wrong way in the first place.
-- in short -
go into the gmdc (I assume it's the same with objects) export your laying down mesh object with zxy checked.
Use meshtool on the new exported object file.
Import/replace that new simpe file and your mesh should be flipped upright.
Mage
28th Sep 2005, 11:45 PM
xzy - Exported object - xzy is the axis orientation
xyz - MTS2 mesh tool - reverses the y and z so they are backwards
xzy - Exported horizontal object - reverses the y and z so they are normal
xyz - MTS2 mesh tool - mesh the way it should be.
Yeah, that is easier.
yvettepranger
2nd Oct 2005, 09:28 PM
Hi,
It did not work yet (I'm blond, it will take me some time) but the problem was definetly that I exported in xzy...
Thanks a lot! (now I will continue my struggle)
JujaTwainie
3rd Oct 2005, 11:07 AM
I can't get the meshtool. I need it. and i'm trying to download thise for three days. Please help.
mlhopkins20
4th Oct 2005, 03:32 AM
I have been trying for several days to download this tool, how do I get it?
JujaTwainie
12th Oct 2005, 02:10 PM
I've got it now!!!
I'm happy 'bout that!
Now i can do objects and hairstyles on my own!
simmygurl
12th Oct 2005, 04:54 PM
OK thanks for this Miche-- I can not find any file that is a SimPE skin file or whatev@ that programme uses... please guide me to the lihgt! :)
queenbemb
24th Oct 2005, 07:56 AM
where do i save this and how do i open it?
troy_hicks_1972
25th Oct 2005, 05:18 PM
Hey im having a problem getting the MESH TOOL , can someone assist me , maby E-Mail it to me at
[email protected] plz
roxy99
27th Oct 2005, 05:44 PM
Anyone know if MeshTool will be enhanced again anytime soon? Maybe its just me but it seems its been awhile since the last revision. Isn't 9.4.6 Feb 2005, and we are now Oct 2005.
rostik
5th Nov 2005, 05:47 PM
Hi, i try to add a second .obj mesh into my clothing body mesh.
i use latest simpe, mesh tool and milkshape.
the new mesh look well in bodyshop, but new created part is explode in game.
i whould glad to get any help how to fix it.
thanks.
rence
17th Nov 2005, 04:34 PM
I am trying to edit the SuperChef mesh. The mesh is divided into two models: body and body_reflected. In the SimPE preview, it seems that body is for the hands and body_reflected is for the body.
So i load up the gmdc in 3D view and export body and body_reflected into 2 .smd files. i import both into XSI Modtool.
I flatten out the sash and delete the arms. Then I extract the .5gd of a suit, load it up in 3D view, and export it as suit.smd. I import it in another Modtool window I opened up, and deleted everything except for the arms. I export it with only the first 2 boxes checked as arms.smd. I go back to the first window and import the arms, merge the objects, and 'sow' the arms onto the body. Then I export this file as gakuran.smd with only the 2 boxes checked.
I open up Mesh Tool, go to 3D view, click the XSI box, and load my mesh. Then i load originalgmdc.5gd (the original of the Super Chef gmdc) and click the designated boxes. In models, I highlight the only item, and in objects, there are two items: body and body_reflected. I pick body, and change sub-group# to 1 and commit. Then I click replace and save it as gakuran.simpe.
I open my mesh file in SimPE and replace the GMDC with gakuran.simpe. But then, it says 'error while opening' or something like that.
So what did i do wrong now? Can anyone tell me?
Oh and I don't want the reflection, but the body_reflected seems to be part of the whole mesh so I needed to export that too.
Warlokk
17th Nov 2005, 04:47 PM
As far as I know, multi-part models cannot be edited using Mesh Tool and XSI. Wes H's BodyChop has some support for multi-part meshes, but only supports .obj format and Milkshape.
rence
17th Nov 2005, 05:12 PM
is there a way to first merge the 2 models?
The problem with .obj is that you can't have more or less vertices
Serasims
2nd Jan 2006, 01:15 AM
where can i find the old mesh tool??? my meshes wont appear in the bodyshop...there is always the old mesh of maxis i have used to make mine...:/
romancereads81
2nd Jan 2006, 07:01 PM
okay, i cannot figure out what i have done wrong after trying many many different things. i want to explain this as clearly as i can so no confusion.
i followed briannas tutorial for creating the package and linking hte texture so i can see it in the game for the toddler female pants with short sleeves outfit (pfbodyshortsleeveslongpants or close to that).. then, i extracted the gmdc naming it original gmdc. then i exported the mesh to obj. using the button on simpe (i have the latest version) and named it originalmeshtobeedited.
then i opened the mesh tool (downloaded the one from the first post in this thread yesterday, hopefully that was correct, i didnt see any other version shere) and followed the mini tutorial to load gmdc, and mesh, then export it.
i then imported it into xsi mod tool using valve add-on without changing any default settings for importing.
i then simply moved some points on the bottoms of the sirt area to make them stick out a little (i was trying to test it without moving to much due to the fact i have had nothign but exploding meshes so far.)
i then exported it without changing the default options for exporting.
i then followed the mini tutorial for importing, checking off xsi mod tool, etc.
i then opened my mesh package in simpe and replaced the gmdc witht he oen saved from the mesh tool. i previewed it in simpe and it looks good.
then i opened it to see it in bodyshop.
what i get, is not quite exploded...but one with parts (ones i didnt even touch, too) stretched out quite far and out of place.
i tried editing less of this mesh and more in xsi and different areas and the ned result, the broken mesh doesn't even change where it is messed up, i continue to have the same thing.
i also tried opening the mesh tool,and following the tutorial for loading original mesh, and gmdc, then exporting, then importing the original mesh (obj file i exported with export button in simpe) as my mesh and hte original gmdc again, and replaced the gmdc in simpe again, only to find the mesh is no longer exploded, however it is leaning slightly forward at an angel..the feet being almsot where they belong but the rest tilting forward so that the neck on the body mesh does not connect to the neck of the head of the toddler. it is in front of it instead.
i would liek to make sure i point out that all my attempts have viewed fine in mesh tool 3d viewer and simpe previewer, but aren't the same in bodyshop.
i am lost. dr. pixel has given me much good advice and has gotten me this far. i don't want to ive up but i am clearly not that smart and am missing a step or not doing something.
please, please help!
tiggerypum
4th Jan 2006, 08:51 PM
I bet you have a setting wrong with modtool, which is messing up your bones. Let me see if I can find the settings you should use to save the file....
When you are exporting your smd you need to use these settings
Check the first 2 boxes, not the 3rd -- this was someplace in the thread....
EMIN3Mgirl
5th Jan 2006, 11:30 PM
:anime: I'm from Germany so my English isn't very perfect. This Tool is very easy to use. :agree: Thanks :anime:
EMIN3Mgirl
5th Jan 2006, 11:30 PM
This Tool is, in German, voll cool!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
tuffield2003
18th Jan 2006, 07:58 AM
What ARE object files?
mikotorren
26th Jan 2006, 11:27 AM
okay....i dont know if this was answered or not, i'm sorry for not reading the entire thread (i skipped a few pages >.<;; ) I'm new to the whole design thing, heck,i just found body shop last night. ^^; I downloaded the mesh tool because i wanted to try it out...however, i have no clue what to do from step one. You say to import a .obj file. where would i find that? Are they files i can find in the game files? or do i have to download those somewhere? or am i just totaly lost? o.o;;
I'm sorry for sounding like the complete n00b i am, and i know i'm probably not going to make anything worthwile on this, but i'm just hoping i may be able to try this out a bit....
sorry to be a bother....
tiggerypum
29th Jan 2006, 07:33 PM
mikotorren, the 'minitutorial' in the beginning of this is really for how to use the 3d (advanced) features that were added.
If you want to learn how to do a body mesh - you need to go look at the TUTORIALS section of this site (note this thread is not marked at a tutorial). A tutorial that will tell you all you need and the steps involved is by Brianna there.
padre333
30th Jan 2006, 11:54 AM
I can't get the meshtool. I need it. and i'm trying to download thise for three days. Please help.
I am useless! I have been trying for weeks to download the Mesh tool as I am gagging to create sets etc but cannot seem to find a working link. Each link I click sends me to a Meshtool Temporary page. I have been going around in circles for days (and am starting to feel ill from it too), so I was wondering how you got it and if anyone could perhaps steer me in the right direction? Even if someone could email it to me?? Many thanks... pards.
daistarr3
31st Jan 2006, 12:57 AM
[QUOTE=padre333]I am useless! I have been trying for weeks to download the Mesh tool as I am gagging to create sets etc but cannot seem to find a working link. Each link I click sends me to a Meshtool Temporary page. I have been going around in circles for days (and am starting to feel ill from it too), so I was wondering how you got it and if anyone could perhaps steer me in the right direction? Even if someone could email it to me?? Many thanks... pards.[/QUOTE
I just downloaded the Mesh Tool ZIP file with no problems, I clicked the link it opened and I saved to my desktop. I am not sure what the problem is for you. I would try again and clink the ZIP file that is found on the first page. Don't click on the link for the old version scroll down until you find the ZIP file.
tiggerypum
31st Jan 2006, 01:07 AM
Daistarr is correct. Go to 'first' in this thread. Scroll down to the bottom of the first message, look for a 'download' box. There is your meshtool. I'll go edit the beginning of the message, you're not the first who's had this problem.
padre333
31st Jan 2006, 10:09 AM
i just found it this morning. i never read the 'fine print' so i see how i overlooked it. i think i might sell my computer and buy an abacus for it seems that is about all i can handle!!
jiang999
12th Feb 2006, 05:45 PM
Great, and thx
diego_87ar
13th Feb 2006, 10:29 PM
Hi! I'm new. I was hoping if anyone of you can explain me what do I need to make new objects. I've already 3DStudioMax but i don't know what to do (I know how to use it). Please apology me, my english is a little rough becuase i'm from Argentina...
tiggerypum
14th Feb 2006, 12:28 AM
To make new objects mostly you need to go explore this forum:
http://www.modthesims2.com/forumdisplay.php?f=114
To make new bodies/hair accessories, this is the place, but the only tool you'll be able to do that with with 3DS is the advanced version of Meshtool, which I don't believe has a specific beginners tutorial.
tolkan1232
17th Feb 2006, 04:54 PM
Theres an Error in the Download (THE SERVER HAD AN INTERNAL ERROR)
can u fix this so that i can download it???
selina38483
18th Feb 2006, 09:48 AM
Yep, there's an error for me too....says MSVBVM60.DLL was not found.
purgen4ik
19th Feb 2006, 08:41 AM
I cannot understand you! I'm from another country and know English bad(((
babboo
20th Feb 2006, 05:07 PM
Hi !
I have a stupid question : How can I open the SMD file in Milkshape 3D and XSI Mod Tool ? When I try to open my .smd file with the "half life smd" importer, Milkshape crashes (maybe my file has an error ?) and with XSI Mod Tol I don't even know how to open or import a file... Thanks for helping ...
tiggerypum
20th Feb 2006, 09:59 PM
Look in the tutorials area for the settings and details on how to use Meshtool with XSI modtool
http://www.modthesims2.com/showthread.php?t=118986
Leigh-Anne
21st Feb 2006, 06:20 AM
Please can someone help me, i have never used a mesh tool and have never created anything of my own, i am not at all sure what i need to run this tool, i am completely clueless but am very eager to learn how?
tiggerypum
21st Feb 2006, 06:22 AM
Leigh-Anne, if you have never made anything for the sims, I strongly suggest you start over in the skinning area (http://www.modthesims2.com/forumdisplay.php?f=20) and learn how to recolor an existing outfit before diving in here. Beyond that - you need to look in the TUTORIALS section, there is one for meshtool and it should include all the links for what you need.
Leigh-Anne
21st Feb 2006, 10:39 AM
Hi there, sorry, me again.
Do i need any specific program for when i try to recolour outfits?
Leigh-Anne
21st Feb 2006, 10:48 AM
p.s - i downloaded this house with a swimable lake from modthesims2, it won't show
in my game though.
Do i need a mesh for this?
Leigh-Anne
22nd Feb 2006, 06:07 AM
Thank you for helping with the skinning, i made my first creations and it was so cool. thanks!
lueppi
25th Feb 2006, 11:07 AM
No problem anymore - sorry :)
meower77
25th Feb 2006, 03:52 PM
do u have to download a 3d thing or somethig? mine is stupid lol
Simtentatious
26th Feb 2006, 02:02 PM
I'm really sorry if I'm pissing everyone off or anything but the MTS2 meshtool isn't working, so I can't import any of my meshes. It says the file "MSVBVM60.DLL was not found." when I try to open it. I was wondering if it was a problem with the mesh tool or my computer. I've tried re-downloading over and over but still the same. :(
tiggerypum
1st Mar 2006, 03:06 AM
Looks like you need visual basic
http://www.microsoft.com/downloads/details.aspx?familyid=BA9D7924-4122-44AF-8AB4-7C039D9BF629&displaylang=en
If the link doesn't work - go to microsoft and search for 'visual basic 6' there's a free download that will let you run programs created with visual basic.
babboo
3rd Mar 2006, 01:23 PM
[QUOTE=Miche]are you trying to export a object which doesn`t have any subgroups (when you click on a object in the objects list, does a number other than "0" appear in the box below it (called "numb sub groups" ) if so this mean that object doesn`t have any bones /sub groups. Currently the mesh tool will not export such objects to a smd file (as the smd file needs vertices to be assigned to a bone), however I will be posting a new version soon which will create a "dummy" bone and assign all vertices to that for objects which don`t actually have bones in them, allowing them to be exported to smd files. ]
Hi ! I need some answers : I tried to make a lot of meshes and I always have the same problem my gmdc files always have "43" numb of subgroups in Meshtool, so I can't export smd well. I have tried 3 different meshes. So must I work with obj files in milkshape ? :gonemad:
babboo
3rd Mar 2006, 01:51 PM
Or do I better have to follow Neptune Suzy's tutorial to make meshes well ? (And does Dr Pixel's Successful Body Mesh Edit work with this tutorial ?)
tiggerypum
3rd Mar 2006, 11:53 PM
babboo specifically which meshes have you tried? (and do you have the most recent simpe?) have you been trying, this seems quite odd.
Unfortunately, there is still no 'unimesh' tutorial that I'm aware of - but if you use Neptune Suzy's bodychop tutorial and where it has you use Wes' bodychop, use Unimesh (and follow directions in Unimesh thread, ignore Suzy's) you will get best results.
Simtentatious
4th Mar 2006, 07:38 AM
Looks like you need visual basic
http://www.microsoft.com/downloads/details.aspx?familyid=BA9D7924-4122-44AF-8AB4-7C039D9BF629&displaylang=en
If the link doesn't work - go to microsoft and search for 'visual basic 6' there's a free download that will let you run programs created with visual basic.
Whuuh-huh-hay!!! It works!! :wave: :wave: :nod: :nod:
babboo
4th Mar 2006, 03:21 PM
Tiggerypum, I used afbodyunderwear, afbodysundress..., afbodyovershirtsandals. Yes I have Simpe #0.54 . Yes I tried unimesh plugins with suzy's tutorial but I wanted to try another way to have a more beautifull mesh but have problems with everything I tried !! what do you mean writing "this seems quite odd" ? (don't understand!). I'll try to follow unimesh thread ...
tiggerypum
4th Mar 2006, 08:19 PM
Hmm, those are very basic meshes, and I've modified several original game meshes with no problem whatsoever with this tool.
Why I said it was 'odd' is that I have not seen the behavior you're reporting reported by anyone else. I am going to need to do some testing and see if I can reproduce the problem, but alas I have a job and other obligations and not as much time for simming as I'd like.
babboo
9th Mar 2006, 01:32 AM
So Tiggerypum ... Here is the .smd I tried many times (#1)
and a mesh I did with unimesh pluggins in milkshape (with neptune suzy's and dr pixel's tutorials) (#2)
and the GMDC file (I used to make #1) (#3)
Thank you !! Hope you took some time to play OFB !!!
tiggerypum
12th Mar 2006, 07:59 AM
Babboo, I opened the smd file you posted (which oddly says something about being a single bone for milkshape - which is not going to get you good results in xsi modtool. You *want* multiple bones) Indeed what I opened up in xsi modtool looked like 2 green x's. very confusing.
So, assuming you want to use xsi modtool, I followed the directions using your gdmc.
I ran meshtool. I clicked the 2nd button and read in the gdmc file.
I selected the 3d option from the menu. I clicked 'edit groups'
I clicked the word 'body' so that it was highlighted.
I clicked export smd.
The window popped up, I did multiple bones.
That smd file loads into my xsi modtool perfectly. I'm attaching it here, it's just a nude female smd. See if you can read this one in.
babboo
13th Mar 2006, 09:15 PM
OK your smd loads well in my modtool !! Thank you for that !
So the problem comes from my Meshtool, I think, because those steps are what I always did, and I tried once again following your text and... the same 2 green x's! (with another gmdc file). So I have 2 questions : When you opened meshtool and the 3rd option did the mesh shows up in the view ? In my meshtool it doesn't, and did you see "43" in the "num sub-groups" under objects ? I have to reinstall meshtool well in my pc ... (I did it twice in vain)
Thanks again !!!
Kniggit92
13th Mar 2006, 10:00 PM
Please help me- this is kinda stupid but whatever...i downloaded the MTS2 mesh tool, but i have no idea what to do after i open it. i browse for files and stuff but i can'y really do anything. how do i start a project so i can create a new mesh and/or recolor something?
tiggerypum
14th Mar 2006, 02:58 AM
Kniggit:
Tutorials. In the beginning of this thread is a link to a step by step tutorial, although simpe classic is being discontinued, so we're going to need to update the info in it. At the top of this section, is a big area with the header 'tutorials'.
Babboo:
I'm at a loss. As you've reinstalled and it's still acting up, I wonder if the problem is with the visual basic aspect. There's a link for how to get visual basic from microsoft in the first message (I think I edited that in). Can you try and make sure you have the most up to date version
Secun687
16th Mar 2006, 04:06 PM
can someone tell me this, ok i downloaded the simPe,milkshape, the Wes>>plugin was not avaliable because he has disscontinued it for some reason i don't know. and ive also downloaded the visual runtime for to be able to operate meshtool etc, But when the meshtool was opened up with Winrar i noticed that there were > the meshtool application in wich i downloaded it to my desktop and also another file called obj_pinfo.dat>>can someone tell me if this file goes on my desktop or is it suppose to be placed in meshtool itself. you will have to excuse me cos im making my first attempt to start trying to learn how to make meshes whether it be hair or clothing. The only thing I am familiar with and have done using the Body shop is recolor meshes but as far as making them....i need a lot of help. So if any of you guys can assist me it would be appreciated.
wgaultney1
16th Mar 2006, 05:00 PM
Is this possible to do on a mac?
mimibel
16th Mar 2006, 11:47 PM
Hello, I tried for the first time to modified a MESH, and every things was ok unless I had to use the meshtool.
Indeed, in Brianna's tutorial, it is said
34. click on "sims 3D fil"
but there is not this option, there is just "load 3D file". I tried whith the last one, but it didn't worked, when I am in the bodyshop, I anly see the old mesh, and not the one I modified (with a bigger chest and without the hanging thing in her back).
So I was handering if anyone could explain me what to do, or tell me if the meshtool I downloaded is the good one (is there any other meshtool?)
Thank you!
(Sorry for the mistakes, I am french ^^')
babboo
22nd Mar 2006, 05:29 PM
Kniggit:
Tutorials. In the beginning of this thread is a link to a step by step tutorial, although simpe classic is being discontinued, so we're going to need to update the info in it. At the top of this section, is a big area with the header 'tutorials'.
Babboo:
I'm at a loss. As you've reinstalled and it's still acting up, I wonder if the problem is with the visual basic aspect. There's a link for how to get visual basic from microsoft in the first message (I think I edited that in). Can you try and make sure you have the most up to date version
I did it but still the same !!
I really don't know where the probleme is !! SimPE ? But if you did it successfully with the gmdc I did, SimPe isn't the problem... I'm lost ...
Emmar150
25th Mar 2006, 07:18 AM
:wow: :gjob: I luv the tutorial but when ever I download SimPE: it never works please help
Me.I really want to be able to design the stuff.
Please
Emmar150
tiggerypum
25th Mar 2006, 08:54 AM
Emmar 'it never works' doesn't help us help you. I can't look over your shoulder. If you can't get simpe to download or install, I suggest you ask for help at the simpe site.
Melon Fresh
10th Apr 2006, 03:05 AM
Thank you sooooo much, I was putting off doing objects where you add gmdc, for some strange reaspn, but when I wen tthrough your tutorial I realised how easy it is, thank you
http://melonfresh.com/index_files/snapshot_313c568e_9145f120.jpg
mommablade2000
2nd May 2006, 04:07 PM
I'm trying to import the mesh I created for a dresser using Milkshape 3D, using the tutorial above (Method 2). When using the Mesh tool, I am in 3D view and load the mesh (step 4), it tells me how many "pieces", I click OK, then I'm getting this error...
Run-time error '481':
Invalid Picture
I exported my .obj file as per instructions, but for some reason it's not working now...it worked fine yesterday! (no, I do not have automatic updates turned on, have not made any changes to the computer, and have rebooted)
Any ideas?
Sorry...read a post in here I missed, and got an answer :)
ila20
2nd May 2006, 11:30 PM
Thanks very much! I was wondering how to make body meshes. Thanks once again! :D :D Love this
chi9178hk
3rd May 2006, 03:08 PM
thzzz so much,,!!!
Now i canmake what i hope!!!
Jacob2eren
6th May 2006, 02:25 PM
Thank you! :google:
Nouk
10th May 2006, 05:32 PM
Is there a way to assign vertices in Simpe? I'm asking because I have done some pants with the Meshtool, and when the sim walks, the heel and top of the foot ocasionally go through the pants.
Thanks!
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