It's tutorial time again!
This time we'll be adding morphs to clothing using the good old manual method aka doing them by hand. If you'd prefer having the process automated there's tutorial for that here (and related files here). I actually like taking my time tweaking morphs so I like doing morphs by hand.
For this tutorial you need the following things:
- Simpe
- Milkshape
- WesHowe's UniMesh plugins for MilkShape
- WesHowe's Unimesh vertex/normal data merge plugins (if you want to work on bottom/top meshes that have skin showing, these aren't necessary for fullbody meshes since we don't have anything to match unless your neck has gotten messed up somewhere between. IMO these are good plugins to have though)
- Sims 2 base meshes (Serenity-Fall has them extracted around half way down the page here, search for line; "you can download TS2 body bases here.")
Optional things to grab (= recommended to grab for convenience):
- Extracted Top & Bottom meshes for all ages and both genders (you can extract these yourself but it's faster to just grab them here)
- My Morph notes. This is cleaned up version of my notepad where I copy paste all morph comments to make sure they're written correctly. (My own version has tons of my other notes so that's why you get the cleaned version)
In this tutorial we'll start with the easiest one: fullbody mesh then we'll do bottom and lastly a top. This is because full body and bottom are more alike than a top is to either. I recommend doing them in such order actually, try first with body mesh, then bottom and finally top one.
Without further ramblings.....
Extra notes: If when you're exporting the mesh you receive note saying something like "MORPHMOD "~MORPHMOD.1" has face count missmatch" it means that you've either:
1. accidentally duplicated multiple groups at once so it has parts that shouldn't be there. Or you might have accidentally deleted some part of the group.
2. the morphrefnumber you gave to your original group doesn't match with the morph. Make sure the numbers are same so if group has MorphRefNum: 0 then the morph groups should be named beginning with ~00. If it's MorphRefNum: 1 then the morph groups should start with ~01 and so on.
If it's the latter case simply fixing the numbers should work. If it's the first case then you'll sadly have to start over, it's easier than trying to manually fix things trust me on that.
And that's that. Hopefully it's clear enough to follow and if not ask and I'll explain in deeper detail.