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#1 Old 6th Dec 2008 at 11:56 PM
Default Create a statue from a body mesh
Hi.

I would like to create a statue of a sim from a body mesh. But you know that when you open a body mesh, the arms of the sim are spread ; it's not a very nice pose for a statue.

I use MilkShape 3D and I would like to know if it's possible to move all the vertex that make up an arm together, like bones, because moving the arms with the vertex is very tough.
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world renowned whogivesafuckologist
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#2 Old 7th Dec 2008 at 1:31 AM
If you import the mesh with the Unimesh plugin, you can pose it using the joints in the body and then export it posed. Your best bet for doing that is to look at the Unimesh 1 tutorial (in the Body Shop Meshing area) to see how to get a body mesh out of SimPE and into Milkshape, and then here for basic instructions on how to use the joints to pose: http://www.modthesims2.com/showthread.php?t=288985

From there you just export as an OBJ.

my simblr (sometimes nsfw)

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Scholar
Original Poster
#3 Old 7th Dec 2008 at 9:38 AM
Thanks to you once again HystericalParoxysm, your help is very precious . I'll read this at once ^^.
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Original Poster
#4 Old 7th Dec 2008 at 7:21 PM
Other problems .

- The statue use a texture wich are transparent in different places. In SimPE, the texture works correctly (preview of the GMDC). Unfortunately, in game, the transparent part of the texture appears.

- In game the texture of the statue appears very dark but the texture in the package is not !

- In the picture of the catalog, the statue appears totally in black.

Can you help me ^^' ?
world renowned whogivesafuckologist
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#5 Old 7th Dec 2008 at 7:35 PM
I'm guessing if you're trying to use a clothing texture, you're just using the clothing texture itself - you'll have to put something under the clothing. Grab a skintone texture, then put the clothing texture on top if you want it to look like a properly textured sim.

Dunno about the dark issues.

my simblr (sometimes nsfw)

“Dude, suckin’ at something is the first step to being sorta good at something.”
Panquecas, panquecas e mais panquecas.
Scholar
Original Poster
#6 Old 7th Dec 2008 at 7:56 PM
There is a skin but the transparency of parts of the clothe is not respected by the game :s.
Retired Duck
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#7 Old 7th Dec 2008 at 11:24 PM
- How have you imported the texture? Did you export it as a transparent png and load it into the package with the transparency embedded?
- Does it preview correctly in SimPE with transparency?
- Are you using transparency for cutouts, or are you trying to make some part of the object translucent (like gauze or glass)?
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Original Poster
#8 Old 8th Dec 2008 at 12:46 AM
The texture is from a game, the format was TGA. I convert it into a PNG file ; the transparency effect is always visible.

In this texture, the transparency is used for a tiara notably. In the SimPE's preview, the transparency works but show the background color instead of the hair texture.
In game, the transparency doesn't work ; pixels from the texture are around the tiara.

I don't want to make a translucent effect, just transparency.
Retired Duck
retired moderator
#9 Old 8th Dec 2008 at 3:39 AM
Okay, try this:

- Open up the TXMT file for your sim's body.
- Find the line called "stdMatAlphaBlendMode"
- Set the value of this line to none
- Find the line called "stdMatAlphaTestEnabled"
- Set the value of this line to 1
- Commit the changes, save, and test in game.
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Original Poster
#10 Old 8th Dec 2008 at 12:06 PM
It works !!! So beautiful !! Thank you very vey much ! You're my saviour !

But I have an other little problem ^^. I make two statues one with a pedestal, the other without. Both appear in the catalog (prices are differents) but when I buy the statue without the pedestal it's the statue with the pedestal wich appears. Yet the GUIDs of the OBJDs are differents.

What can be create this conflict between the two statues ?
Retired Duck
retired moderator
#11 Old 8th Dec 2008 at 12:57 PM
Open one of the statues, go to Tools > Object Tools > Fix Integrity, then change the name slightly, click update, then click OK.

If that doesn't fix it, then you'll need to post the objects so someone can take a look.
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Original Poster
#12 Old 8th Dec 2008 at 2:48 PM
Yes it works, the name was the same, I didn't know it could create a conflict. Thanks again !

Have you any idea about the textures wich appear darker in game ?

In Milkshape 3D, the statue (not the pedestal, wich is from the game) appears totally in black when "Textured" is checked.
I think that this black texture is linked to the fact that the final texture (in game) appears dark.

What do you think ?
Retired Duck
retired moderator
#13 Old 8th Dec 2008 at 10:25 PM
I'm going to need pictures now, 'cause I'm afraid I'm not really sure what you're talking about.
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Original Poster
#14 Old 9th Dec 2008 at 12:13 AM Last edited by TheJim07 : 9th Dec 2008 at 12:22 AM.



Picture 1 : as you can see, when "textured" is checked, the texture is black.

Picture 2 : This is to show you the real texture colours.

Picture 3 : in game, the texture is dark .

NB : In the catalog, the statue appears like the picture one : black.
Retired Duck
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#15 Old 9th Dec 2008 at 1:27 AM
Well I don't know MS3D all that well so I can't help much with the preview images. The "darkness" of the in-game view can sometimes be affected by material settings in the package (the TXMT). You can post the object for someone to look at, or you can take a look through them and see if you've got any unusual lighting effects set up.
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Original Poster
#16 Old 9th Dec 2008 at 9:00 AM
OK, thank you, I'll see that.
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Original Poster
#17 Old 9th Dec 2008 at 2:20 PM
Well I tought it was because the line "stdMatEmissiveCoef: 0,0,0" in the Properties. I replaced 0 by 255 and the texture in the game became totally white ^^'.

This is the list of the Properties of a TMXT file, tell me if something is bad.

deprecatedStdMatInvDiffuseCoeffMultiplier: 1.2
forceHighQualitySkinning: 0
reflectivity: 0.2
stdMatAlphaBlendMode: none
stdMatAlphaMultiplier: 1.000000
stdMatAlphaRefValue: 127
stdMatAlphaTestEnabled: 1
stdMatBaseTextureAddressingU: tile
stdMatBaseTextureAddressingV: tile
stdMatBaseTextureAlphaReplicate: 0
stdMatBaseTextureEnabled: true
stdMatBaseTextureName: ##0x1C050000!thejim07.zelda_zelda
stdMatCullMode: cullClockwise
stdMatDiffCoef: 0.8,0.8,0.8
stdMatEmissiveCoef: 0,0,0
stdMatEnvCubeBlurFactor: 0.000000
stdMatEnvCubeCoef: 0,0,0
stdMatEnvCubeLockedToCamera: 0
stdMatEnvCubeMode: none
stdMatFillMode: solid
stdMatLayer: 0
stdMatLightingEnabled: 1
stdMatMinLightRangeHint: 4
stdMatSpecCoef: 0.4,0.4,0.4
stdMatSpecPower: 17
stdMatTextureCoordAnimMode: none
stdMatTextureCoordAnimNumTiles: 1.000000,1.000000
stdMatTextureCoordTfAnimOrigin: 0.500000,0.500000
stdMatTextureCoordTfAnimRotSpeed: 0.000000
stdMatTextureCoordTfAnimRotStartEnd: 0.000000,1.000000
stdMatTextureCoordTfAnimRotWaveform: triangular
stdMatTextureCoordTfAnimScaleSpeed: 0.000000
stdMatTextureCoordTfAnimScaleStartEnd: 1.000000,2.000000
stdMatTextureCoordTfAnimScaleWaveform: triangular
stdMatTextureCoordTfAnimTransEnd: 0.000000,0.000000
stdMatTextureCoordTfAnimTransSpeed: 0.000000
stdMatTextureCoordTfAnimTransStart: 0.000000,0.000000
stdMatTextureCoordTfAnimTransWaveform: triangular
stdMatTextureCoordTileAnimSpeed: 0.000000
stdMatUntexturedDiffAlpha: 1

And this is a screen of the "Categorized Properties".
Sesquipedalian Pisciform
retired moderator
#18 Old 9th Dec 2008 at 3:58 PM
Hi
try setting stdMatMinLightRangeHint: to 0. I think that this aspect was used in removing shading from fllor tiles to be used as ceilings...........worth a try. By the way, I thought it was Zelda - is your Avatar Link?

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Scholar
Original Poster
#19 Old 9th Dec 2008 at 5:00 PM
No effect . In fact, I don't think the problem comes from the TXMT because I have the same problem with the statue wich have a pedestal. But the pedestal doesn't appears dark in game and I cloned the TXMT from the one of the textures statue.
So, it's not from the TXMT.

My avatar ? It's a sim I created, not Link at all ^^.
Addicted to Capuccino!
retired moderator
#20 Old 9th Dec 2008 at 8:51 PM
Hi TheJim07,
Maybe you can attach the package to your message so we can take a look on it!

Sorry I can't take requests anymore!
And I will probably never convert my creations for TS2 to TS3.
Scholar
Original Poster
#21 Old 9th Dec 2008 at 9:21 PM
My FTP doesn't work for the moment
Sesquipedalian Pisciform
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#22 Old 9th Dec 2008 at 9:27 PM
hi Jim
when you are posting if you "go advanced" then scroll down to manage attachments you can add a rar or zip file to your post. No FTP, I think?

More downloads by Leesester, BoilingOil and others at Leefish.nl | My Stuff at Leefish.nl | LeeFish RSS | Sims4 News Blog | TumblinLeefish
Scholar
Original Poster
#23 Old 9th Dec 2008 at 9:52 PM
Oh yes, thanks ^^.
Addicted to Capuccino!
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#24 Old 10th Dec 2008 at 8:30 AM
Impossible to find it in my game. Did you clone a statue from an EP?

Sorry I can't take requests anymore!
And I will probably never convert my creations for TS2 to TS3.
Scholar
Original Poster
#25 Old 10th Dec 2008 at 4:50 PM Last edited by TheJim07 : 10th Dec 2008 at 4:55 PM.
Hum... I think I cloned it from a statue in AL yes. Is it important ?
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