Hello there! I'm the person that asked about the 3d models conversion. I just wanted to thank you for your help, but I'm in a little bit stuck. I have converted the model Into obj. File in blender, and then I have imported it into milkshape with no problem. Everything shows up fine. The only thing is, I have no clue what to do next. So sorry if this is a stupid question but do you know what I have to do in order to export the outfit so that it's available for clothing in TS2? Thanks! Goodbye!:)
spicedcoconut (sorry this is posted publicly - I meant to press send, but pressed “save to draft” instead >_< But maybe others will find this useful too).
Not at all :) Once you have obj file, export it as a TSRW Object (plug-ins can be downloaded here: mediafire[.]com/download/ps23x7sjmi4y54o/TSRW-Plugins.rar), then look for a TS2 mesh that is similar in shape to it and import it into milkshape while you have the obj file in there.
Then under the joints tab, tick “show skeleton” and blue skeleton should show up (if you get a blue blob, go to “File->Preference->Misc-> Joint Size: 0.011000“ ). Click the anim button in the bottom right corner and you’ll go into animation mode; click the model tab->Select->Joint and then select the joints you need to rotate (most likely the arms).
Then click “Animate->RotateAll” and the skeleton will jump back into neutral position, but the arms should stay in place.
Click the anim button to get out of animation mode, delete the obj file form the groups list and export your TS2 mesh as “TSRW Object”.Next you’ll need Cmar’s Meshing Toolkit here: modthesims.info/download.php?t=481950 - open that up and click on “Auto tools for WSO”. Put the WSO of your obj in the first line, and the WSO of the TS2 mesh in the second, click “Do Assignments and Save” and name it something you’ll remember.
Okay this part gets a bit tricky — start a new in milkshape and import your TS2 mesh, then import the new TSRW Object you just made with Cmar’s toolkit (this may take a bit). Now - there’s a small hitch with the toolkit that assigns vertices to the auskel, which is a no-no, so you’ll have to follow these steps:
-Delete the TS2 mesh and then double click the auskel joint under the joint tab (it’ll be at the top of the list), and rename it to anything you want.
-Export it as a “Half-life smd”, save it as something you’ll remember (mesh-name-fix), and then check “reference” and “With Vertex Weights“ and click okay.
-Start a new in milkshape and import your TS2 mesh.
-Impor the Half-life smd file, and make sure “Triangles“ and “Skeleton” are checked, and uncheck “Rename Bones”.
Now click “anim” again and readjust the arms till they’re in the standard TS2 position (out to the side), then click “Animation->RotateAll” and volia! Delete the TS2 mesh from the groups tab, import a TS2 body base (which I’ve uploaded here: https://www.dropbox.com/s/fgly5qag4w3ug1f/Sims2BodyBases.rar?dl=0 ) for the neck and hands (parts of the body not visible can be deleted). The mapping of the mesh you converted is likely very different from TS2, so keep it as it’s own group (named it like “body_alpha” or anything you want, as long as it’s not “body”). And don’t forgot the comments (you can just copy and paste the one from the TS2 body mesh - just remember to change “ModelName:” to the name of your group). Export as a “TS2 Unimesh” and save your milkshape file (Just in case).
Open bodyshop, import and export a clothing piece that is gender/age match, close bodyshop and then open up simPE. Click new file, then click “Tools->PJSE->Body Mesh Tool->Extracting Stage” and click on the bodyshop package you just exported. Then go to “Tools->Object Tools->Fix Integrity” and pop up will appear - you can put whatever you like here, but usually the pattern is “creatorname-AgeGoupClothingMeshName”. Avoid using spaces, periods and commas and never use underscore. Click “update” and then okay.
Click on the GMDC, select and copy the name in the “Filename”, then right-click the GMDC in the Resource List and click “Replace” and find the converted mesh Unimesh you exported from milkshape. A dialogue with pop up saying it’s been replaced, reload? Say okay or yes and then paste in the “Filename”. Click “fix TGI” then commit, and then okay. Then “Save As…” and name it however you want it.
Open up the bodyshop file in simPE and click on “3D ID Reference File” (this will take a bit to load). Go to “Tools->PJSE->Body Mesh Tool->Linking Stage” and click on the mesh file you just made. A pop up will come up, just click okay. Now you have to edit the property set file for the groups to show up.
If you’re not familiar with making groups, Skell has a great tutorial explaining them here: http://skellington7d.livejournal.com/89549.html
Once the new groups or subsets have been added, save and plop your mesh and edited bodyshop file into your downloads, open bodyshop and volia~ You’ll have to export it and edit the alphas and textures and all that good stuff, but hopefully you should have a working mesh.
-phew- Sorry this is so long winded and sorry if a lot of this you already know; I’m not sure what your experience with meshing is ^^;