![]() ( 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.)ĬHECK THE FIRST 2 BOXES, not the 3rd - this was someplace in the thread.Ĩ: 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. In Mod Tool: Import Materials can be left checked.Ħ: 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. ![]() (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 ) (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. now close the mesh tool program.ĥ: now open the smd file in your 3d program, currently all the bones aren`t connected correctly into a real skeleton. So leave the multiple bones option selected and click export and save the file. This section is Miche's directions for Meshtool, with a few additions by Tigger.ġ: 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)ģ: in the 3d view window check the check box named "edit groups" then click on the entry called "body" in the "objects" list box.Ĥ: 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. The first steps are outlined in multiple tutorials and I’ll remind you of them.Ī)Ĝreate a temporary texture using bodyshop, importing it into your game.ī)Ğxtract the 4 parts for your mesh the sims03.package through sims06.package files.Ĭ)ěuild a new mesh file with the parts, fix integrity, save.ĭ) Save your modifiedcres and modifiedshapeĮ) Load your temp texture from Saved Sims and put the modifedcres and modified shape in it.į) Now you’re ready to use Meshtool and then Mod Tool to modify your mesh. There are several steps to getting Mod Toolġ) Click on downloads, then select Mod Tool.Ĥ) Download the Mod Tool Add-On for Valve SourceĦ) Click on “Activate Your Exporter” - they rearranged the site, here's a page with that link: ![]() Currently the detailed link is found on their downloads page and is: Īlso you need the Valve Source download, and that link appears to be broken, but I found it here: Their system requirements say ‘Windows XP Pro’, it runs fine for several of us on Windows XP Home Edition. You’ll need a good network connect and disk space. Mod Tool is a large program that is designed to do more things than we need for editing sims. SMD file which you can then modify with XSI Mod Tool.īoth are Free. ![]() This tutorial uses the 3D View options of Meshtool to extract a. I expect you’ve made a body mesh before and have probably used a 3-D editing program before, like Milkshape. This tutorial is not a total step-by-step tutorial with pictures of each step. As this covers mostly the use of XSI Modtool, this tutorial is still helpful, and the only one we have right now This means you can skip using meshtool and simply export the smd from SimPE and then import it again when you are done. Meshtool/XSI ModTool/SMD Tutorial Meshtool/XSI Mod Tool Body Modification TutorialĮdit: There is now SMD import/export options built into SimPE.
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