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Creating New
Clothing Meshes
by NeptuneSuzy
This is a tutorial for making a basic clothing mesh. It's meant for
the beginner who has never made a clothing mesh before. However,
basic knowledge of BodyShop, Simpe and Milkshape are required.
My goal is to introduce you to Body Mesh Creation. How far you would
like to go with it is up to you. I intend to show you the way that I
alter a mesh, move vertices, etc. There are other tools and other ways
to go about this. This is just one way and one set of tools. But I
wanted to share with everyone the way I do it, so here it is!
Ok, Let's get started!
What do we want to make? Well, let's make a long gown with a slightly
wider skirt and remove that lovely little thingy on the poor Simmie's
back This way we will have a mesh that we can use to make some nice long
dresses for our Simmies.
First we have to gather all our tools! You will need the following:
1) Simpe -
http://sims.ambertation.de/
2) Milkshape (v. 1.7.7 or later) -
http://www.swissquake.ch/chumbalum-soft/ms3d/download.html
3) WesH's Unimesh Plugin for Milkshape -
http://www.modthesims2.com/showthread.php?t=122399
4) Patience, and a dose of self-confidence! Oh, and a cup of
tea, comfy chair, etc. wouldn't hurt either!
Ok, we've got all our tools and we're ready to start!
Here's a brief overview of the steps we will follow:
1) We'll make a temporary texture for our New Mesh.
2) We'll find out the Maxis name of the dress mesh we intend to alter
3) We'll gather the parts we need to build our New Mesh Package
4) We'll build our New Mesh package
5) We'll connect our Temporary Texture to our New Mesh
6) We'll extract our New Mesh using Simpe so that we can edit it!
7) We'll import our New Mesh to Milkshape and then edit it
8) We'll export our New Edited Mesh from Milkshape
9) We'll put our New Edited Mesh back into our package.
One more thing before we start, we'll need to make a Folder for our
project, you can call it anything you want, I think I'll call mine
"Dress Mesh" for now
Pictures will follow each step. Make sure to take advantage of the
pictures, they help tremendously! And I spent almost a whole day taking
them .... heehee!
*** Click on any picture to enlarge it. The
pictures will open in new windows, so just close them to return to this
tutorial ***
1) We'll make a temporary texture for our new mesh.
The first thing we need to do is to make a temporary texture for our
new Mesh in BodyShop. In the end this is how we will be able to see our
new mesh in BodyShop. I'm sure everyone knows this by now, but a body
mesh can not be seen without a texture, so we are making this temporary
Maxis texture for our mesh so that we can see it in BodyShop. This is
simple. Just open BodyShop. Choose one of the long dresses with
the thingy in the back and export. We'll name the file
Temp_Texture_1
(You can name it anything
you want; I chose this name for convenience) Then we'll write the same
name in the thumbnail description. We're not going to do anything else
with this now, so we can leave it as is and just import. (see pics
below) Then close BodyShop! When we're done we'll come back and check
this. If all goes well it should be in the shape of our new Mesh!

Step 1 is Finished!
2) We'll find out the Maxis name of the dress mesh we intend to edit
We need to know the name of the dress we are using so that we can
find the proper mesh parts.
So, we open Simpe, go to File, Open and navigate to our
"Saved Sims Folder", and open our BodyShop file that we just
made... Temp_Texture_1
Now we click on "Property Set" in the left column. Then we
click on "Property Set" in the right column. Under CPF Editor we
look to see what the name(dtstring) of our dress is. In this case
it's " afbodydresslongloose_sandfancy"
We can ignore the "_sandfancy"
part, that's just the color and irrelevant for what we are doing. Now we
need to write down or to remember the name
"afbodydresslongloose".


OK, now that we've got the name of the dress, let's go gather our
mesh parts!
3) We'll gather the mesh parts we need to build our New Package
In Simpe we'll click File, New and we have a new clean Simpe screen
We need to collect 4 parts for our new mesh:
"Resource Node" (cres)
"Shape"
"Geometric Node" (gmnd)
"Geometric data Container" (gmdc)
Let's go get our "Resource Node" (cres)
In Simpe, go to File, Open and navigate to C:\Program Files\EA
GAMES\The Sims 2\TSData\Res\Sims3D\Sims06.package
Now we click on "Name Map" in the left column. Then we click
on "Name Map" in the right column.

Now we look under "Plugin View" and scroll to the name of our
dress that we copied down in step 2. Take note that there are 2 similar
dress names, one says " afbodydresslongloose"
and the other says
"afbodydresslonglooselod15" We DO NOT want the one with the lod15!
So we make sure we pick the right one. Click on "afbodydresslongloose"
Now we look on the right side under "Properties" and we see
"Instance". We're going to copy and paste this instance #.

Copy the # and look in the upper right corner along the side, click
where it says "Filter". Click on Filter and paste the instance
number in it's appropriate place and click
"set".

Now we go over to the left column and click "Resource Node" .
Then we click on "Resource Node" in the right column. Now we
right click on "Resource Node" in the right column and click
"extract". We need to navigate back to the desktop to our project
folder and "save"

Now we go back to the "Filter" box and delete the instance
# that we had previously put in, and click "set". Important:
Don't Forget This Step!
Now we'll go get our "Shape", "Geometric Node", and
"Geometric Data Container"
We're going to go through exactly the same steps above for the next 3
Mesh parts. The only difference will be which .package we pick:
For the "Shape", we go to File, Open and navigate to
C:\Program Files\EA GAMES\The Sims 2\TSData\Res\Sims3D\Sims05.package
For the "Geometric Node", we go to File, Open and navigate to
C:\Program Files\EA GAMES\The Sims 2\TSData\Res\Sims3D\Sims04.package
For the "Geometric data Container", we will go to File, Open
and navigate to C:\Program Files\EA GAMES\The Sims 2\TSData\Res\Sims3D\Sims03.package
Then we follow the rest of the steps above for each of these mesh
parts as we did for the Resorce Node.
Now let's see if everything's going as planned so far! Let's go look
in our project folder "Dress Mesh". We should see 8 files. These are 2
files for each of the 4 mesh parts we just gathered. We will be using 4
of the these(one for each mesh part) in the next step.

If this is not what you have or there is some other problem, go back
over the steps very carefully, there are many little mistakes that can
be made, or steps that can be missed. But assuming everything is well so
far we'll continue!
Unless you need a break, in that case go get yourself another cup of
tea or a snack and then we'll get going!
4) Now, let's build our New Package
In Simpe we click File, New. We are going to right
click in that large white feild on the right. Then Click "Add".
Add all 4 mesh parts to this field.

Now we click File, Save As, and navigate to our
downloads folder. We need to give our new Mesh a name. The
convention is to name your clothing mesh in the following way:
MESH_your name or intitials etc_name of item with the date that you
made the item.
I will name mine
MESH_NSC_Dress051108,
with 05 as the year, 11 as the month, and 08 as the day.
OK, we click save!
Now we go to the top tool bar and click "tools" - "object tools" -
"fix integrity"
The Scenegraphic rename Wizard Window will pop up.
We are going to put the name of our new Mesh, in my case
MESH_NSC_Dress051108 in
the "Model Name" field.
then click "update" and "OK"
Now we click "save"

OK, we now have our New Package!
But, we need to do one more thing to prepare for the next step, we
need to extract copies of our "Resource Node(cres)" and our
"Shape" to our Project folder. We will name these"copiedcres"
and "copiedshape". We don't want to confuse them with the
originals!
We Right click on "Resource Node(cres)", then click
"Extract", then navigate back to the desktop to our project folder,
change the name to "copiedcres" and save. We need to do
the same with the shape, naming it "copiedshape"

5) We'll connect our Temporary Texture to our New Mesh
In Simpe, we will click File, Open, and navigate to our
"Saved Sims" folder, and open our
Temp_Texture_1
file.
We are going to add the "copiedcres" and "copiedshape" from our
projects folder. So we right click in the large feild and click add
and add our "copiedcres", then we do the same for our "copiedshape".

Now we click "3D ID Referencing File (3IDR)" in the left
field. Then we click it in the right field.
Now in the lower area, we click on "Package", a window will
then pop-up. We can see a "resource node" and a "shape" in that window.
Here's what we're going to do, we're going to drag that "resource
node" and "shape" from the window to the lower left field in
Simpe.
Then we can close that window, we no longer need it.


Now when we look in that lower left field, we see a "resource
node" and a "shape" at the top. We don't want these anymore
so we are going to delete them. For each one, click on it and hit
"delete".

Now we need to move the "resource node" and "shape" from the bottom
of the field to the top.
We click on "resource node" and use the "Up" button to
move it to the top of the field. We do the same with the "Shape"
Make note that the "Resource Node" must always be at the top,
above the "shape".
Now click "Commit"

Now we go back to that upper left field and click on "All
Resources". We need to go to the right field and delete the
"resource node" and "shape" that we put there a few minutes
ago. Right click on each one and click "delete".

Now we click "save"!
We have just connected our temporary texture to our new mesh that we
are making!
6) We'll extract our Mesh so that we can edit it!
In Simpe, we click File, Open, and navigate to our
"Downloads" folder, and open our new Mesh file, in my case
MESH_NSC_Dress051108.
Now we right click on "Geometric Data Container", click on
"Extract" and navigate to our Project folder. Before we save, we are
going to open a open a subfolder. Call it "Extracted GMDC". We
open this folder and then save. The Geometric data container is
the actual mesh that we will be altering.


We can minimize Simpe now, we won't need it for a while. We're on to
Milkshape! (Unless we want that beloved cookie break first ... heehee!)
7) We're ready to edit our New Mesh!...... or ...... "Milkshape Here
We Come!"
Ok, we're going to do some simple editing. We'll be removing that
thingy from her back and widen her skirt.
You can do much more complicated editing, but this is not a
Milkshape Tutorial. I'm just going to take you through a very simple
mesh edit with me. Those who are not familiar with Milkshape must find
another tutorial. I suggest the following:
http://www.josh.ch/joshch/tutorials/milkshape,welcome.html
I will add a few detailed instructions as I go along to help those
just learning to use Milkshape, but it would be best to read the above
tutorial to get some basic idea first.
We can now open Milkshape. Before we import our mesh using the
Unimesh plugin, we need to go to the upper right corner and click on the
Groups tab and make sure the "Autosmooth" box is NOT
checked. Then, go to "File" , "Import" and
click on "Sims2 Unimesh Importer" (this is Wes H's plugin)
Navigate to the folder that we named "Extracted GMDC"
At the bottom, type of file, we choose GMDC and open our GMDC
file that we had extracted earlier.


We will get a little window that Says "display all blend
groups?"....we click "Yes"


Let me explain what we're looking at. These are 3 different
BodyGroups (sim body types) blended together, 1 regular, 1 unfit, 1
pregnant.
Now, we can add or remove vertices if we want, but when we're done we
have to have the same amount of vertices in each group, or else we can't
export our mesh. So since we want to remove the thingy from her back, we
need to remove it from the backs of all 3 body groups so that the
vertice count will remain the same.
So let's look at how we separate the bodygroups
In the top right, we click the "groups" tab. These are the
three body groups:
"body" group is the regular dress
"BODYMOD1" is pregnant
"BODYMOD2" is unfit
If we look underneath this list of 3, we will see a button that says
"Hide". When we highlight a body group we can click hide to hide
it, clicking hide again will unhide it.
OK, let's remove the thingy off of the pregnant body group first. We
highlight "body" and click "Hide", then we highlight
"BODYMOD2" and click "Hide".

Now we have only "BODYMOD1" on our screen. We click and drag
to select the vertices in the thingy and hit delete on the
keyboard. Then we do the same thing with the vertices from the part of
the thingy that attaches to her back. This is tricky and if we delete
the wrong vertices she'll have a hole in her back, but not to worry we
can just click edit and undo. And try until we get it right.
This is all the editing that we will do to the pregnant bodymod1.
We'll just let her skirt remain regular.

Now we can look under Edit, and click "unhide all" and
repeat the same procedure with "BODYMOD2" We hide body and
bodymod1 and delete the thingy.
Again, we will not do anymore editing on this bodygroup2.
Ok, now we remove the thingy on the regular body just as we did
above. Once her thingy is gone, we can move on to making her skirt
wider.
First we need to go to the top right of the screen and click the
"Model" tab. Then click "select". Then we will click and drag
around the vertices that we want to move. Once they are highlighted in
red we click the "Move" button and use our mouse to drag them
where we want them.
And we do this about 5,000 more times until we're happy with the way
her skirt looks! LOL!


And we do this about 5,000 more times until we're happy with the way
her skirt looks! LOL!
Play around and have fun with it, you can make her skirt any shape
you want!
You can add and remove vertices if you want, but remember that all
bodygroups must have the same amount of vertices in the end.
You'll get the feel for it. And if this is your first time using
Milkshape I have to say again that it's best to read that tutorial
above.
8) Now, we'll export our New Mesh from Milkshape
There are a couple of things that we always need to do before we can
export our Mesh from Milkshape.
First, we have to move her neck up just a tiny bit so that there
won't be a gap between her neck and her head. The gap occurs even though
we didn't edit the neck. It's just a side effect from moving the mesh in
and out of Milkshape, so it always has to be done
We click and drag around the edge of her neck to highlight the
vertices in red and pull it up just a tiny bit.

Second, we need to fix any underweighted bone assignments.
Go to the top and click "Vertex". Then click "Sims 2
Unimesh Fix Underweighted Bones".
If there are underweighted bones, you will get a popup telling you
they have been fixed. Click OK.
OK, we're ready to export:
Now click "File", "Export", "Sims2 Unimesh Exporter".
We need to name our new mesh file.
In this case, I will name mine MESH-NSC-Dress051108 and hit
save. You will name yours whatever you decided to name your Package.
Make sure it's being saved in the Extracted GMDC folder. This is so
that we can keep everything organized.


OK, we have our new mesh ready to go!
9) Let's Get our New Mesh into our Package.
OK back to Simpe!
In the field on the right we are going to right click on the
"geometric data container" then click "replace" and replace
it with the new mesh that we just made.

A little window will pop-up telling you that the resource has
changed..............click yes
Now we go to the top toolbar and click Tools > Object Tools > Fix
Integrity.
The Scenegraphic rename Wizard Window will pop up. This time
we will not be entering anything in the Model Name field. We'll just
click OK.
Now we click Save.
One last point. We will find our new mesh in our Downloads folder.
Along with our new mesh, we will see a file with the same name but with
the extension .bak. This file is unnecessary and we can delete
it.
And we're Done!
10) Let's look at our new Mesh in BodyShop!
Now all we have to do is check it out in BodyShop and be sure it
looks the way we want it to look! Then we can make textures to shop off
our new mesh!

Yay! You Did It! Congratulations on your first body Mesh!
I hope I was able to get you started at Clothing Mesh creation!
Now go play around and have fun with it!
And don't forget to show us what you made!
Suzy |