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TUTORIAL: How to combine a prop with a body mesh
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ruthml
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PostPosted: Sun Nov 04, 2007 7:30 am    Post subject: Reply with quote

In the drop down menu select the wrap mesh(AC_wrap). It will also be oversized so scale it down and move it until it fits it's texture.

If a few vertices stick outside the texture mesh and you donít want to scale it any more, click on Select and draw a box around those vertices and then click on Move to drag the vertices into the prop texture area. Close the Texture Coordinate Editor window and save the Milkshape file(fabfrock).



14-wrap-done.gif
 Description:
Left: wrap UV Mapping too big and misplaced
Upper right: wrap UV Mapping scaled and moved into place except for a few vertices outside the wrap texture
Lower right: all wrap vertices in wrap texture area
 Filesize:  113.42 KB
 Viewed:  3935 Time(s)

14-wrap-done.gif



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ruthml
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PostPosted: Sun Nov 04, 2007 7:31 am    Post subject: Reply with quote

In the 3D view window, you will see the model with the texture correctly mapped. You can zoom in to check your mapping job. Hold down the shift key and drag with the mouse away from you to zoom in. Hold down the Ctrl key and drag up or down with the mouse to move up or down. To zoom out hold down the Shift key and drag the mouse back to you. If you need to tweak the texture mapping make sure the prop mesh is selected and open the Texture Coordinate Editor again.


15-texture-on-model.gif
 Description:
props and body correctly UV Mapped
 Filesize:  24.52 KB
 Viewed:  3934 Time(s)

15-texture-on-model.gif



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ruthml
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PostPosted: Sun Nov 04, 2007 7:32 am    Post subject: Reply with quote

Do not regroup the meshes Ė keep them all separate within the Milkshape file (fabfrock). On the toolbar: File/Export/The Sims SKN and name the new Skn file following the correct mesh naming conventions. It will be necessary to alter the name from the original Maxis name, otherwise you will get repeating outfits with the bmps showing up on both meshes. In this case the skin was renamed to xskin-F491FAfit_fabfrock-PELVIS-BODY, and the bmp was renamed F491FAfitmed_fabfrock. You can choose whatever name you like, but be aware the mesh identifier may have already been used by someone else if you intend to share your new mesh with others.

Check out the new mesh in Simpose or BodyWarp.
Use BodyWarp to make the cmx file. On the toolbar: File/Save Skin (Mesh) File with the ďSave .CMX fileĒ option ticked.

To make the other skin tone versions, simply edit the bmp as you would normally do by changing the flesh parts http://simblesseoblige.com/viewtopic.php?t=774 There is no need to reassign the mesh in Milkshape to the other skin tone bmps. If you want to make other body type versions then youíll need to repeat the steps in Milkshape and Lithunwrap for those meshes.



16-the-fab-frock.gif
 Description:
In Simpose
 Filesize:  66.72 KB
 Viewed:  3933 Time(s)

16-the-fab-frock.gif



17-in-game.gif
 Description:
In the game
 Filesize:  28.31 KB
 Viewed:  3933 Time(s)

17-in-game.gif



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"If wishes were horses, beggars would ride." Dreams, however, are a different matter - you should have a whole stable full of those.





Last edited by ruthml on Mon Nov 05, 2007 11:40 am; edited 2 times in total
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ruthml
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PostPosted: Sun Nov 04, 2007 7:35 am    Post subject: Reply with quote

Troubleshooting


When I try to import a skn file Milkshape crashes.

Milkshape can crash if the mesh has been signed internally on the first line of the mesh. The first line inside a mesh is not read by the game, thus is a useful place to add extra information such as the mesherís name. Copy this line to a text file and edit the first line so it is only the skn file name.

When you have finished editing the mesh add the signature information back to the mesh from the txt file (and add your own info too!)

If you are editing an NPC mesh, it may have the bmp name as the 2nd line. Change it to ďxĒ as the bmp will be changed.


I canít see the prop mesh in the Texture Coordinate Editor.

Check that you have assigned a material (the bmp) to the mesh first.
Remember, if you have assigned the material correctly, then you will be able to see it on the model in the 3D view window (right mouse click and select Texture).

The mesh must be selected (ie red) before you open the Texture Coordinate Editor. Choose the prop mesh from the drop down menu.


Iíve done all the above and still canít see the prop mesh in the Texture Coordinate Editor window.

In the Texture Coordinate Editor window select Remap. It may be that the prop is so squished up that itís just not visible. Remapping makes it clearly visible (and large) again.


When I try to export the mesh I get an error message about vertices not being assigned to a joint.

This means the prop has not been assigned to a joint. Props made to be distributed by other skinners will have already been assigned to a joint. But if you are making new props in Milkshape, then you must assign them to a joint first. Also if you are repositioning a prop to a different part of the body you must also re-assign the joint.

Under the tab Joint, scroll to find the appropriate joint, ie, in game the prop will move with the assigned joint, so therefore a hat would be connected to the HEAD, a sword at the hip would be connected to the PELVIS, a sword in the hand would be connected to R_FINGER or L_FINGER.

The selected joint must correspond with its position in Milkshape, you should not assign a sword to the left hand if in Milkshape it is in the right hand. You would have to reposition the prop in Milkshape first before changing the joint.

After selecting the joint in the list, select the prop in Groups, then go back to Joint and click on Sel Assign. Now you can export the meshes as a skn file correctly.


Can I assign more than 1 bmp as materials? Ie 2 different bmps as material 1, material 2?

No. All the texture elements need to be incorporated onto the 1 bmp. Usually the standard size of 256x256 pixels (a body bmp) is sufficient once you have moved the arms in Lithunwrap to make room and resized the textures as needed.

Although, you can make the body bmp 512 x 256 pixels so that one half is the body bmp and the other half is for other textures.

However, remember that large file sizes are not ideal for players and most props are small and do not need a large texture area. Once you redo the UV Mapping in Lithunwrap there will usually be enough room on the 256x256 bmp to fit in the extra textures for props if they are scaled down.

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