Difference between revisions of "Tutorials:CAS Creation From Start-To-Finish - Meshing"
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− | |desc=[[File:Daltut-fixbonejointsize.jpg|thumb|200px|left]][[File:Daltut-jointsizewindows.jpg|right]]If you are greeted with...this..don't panic! You just need to adjust the joint size to something more suitable for TS3 meshes. Go to File->Preferences->Misc | + | |desc=[[File:Daltut-fixbonejointsize.jpg|thumb|200px|left]][[File:Daltut-jointsizewindows.jpg|right]]If you are greeted with...this..don't panic! You just need to adjust the joint size to something more suitable for TS3 meshes. Go to '''File->Preferences->Misc''' |
Set it anywhere between 0.008 to 0.012 (less or more to your preference). Also, to ease confusion, go ahead and make the skeleton invisible by unchecking the "show skeleton" box on the Joints tab.}} | Set it anywhere between 0.008 to 0.012 (less or more to your preference). Also, to ease confusion, go ahead and make the skeleton invisible by unchecking the "show skeleton" box on the Joints tab.}} | ||
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===Scale/Move=== | ===Scale/Move=== | ||
− | Upon successful import, we should be greeted by our mesh.[[File:Daltut-meshingvanilla.jpg|300px|left]] The method that we are going to use is the '''Scale and Move''' method, the same method I demonstrated in my [http:// | + | Upon successful import, we should be greeted by our mesh.[[File:Daltut-meshingvanilla.jpg|300px|left]] The method that we are going to use is the '''Scale and Move''' method, the same method I demonstrated in my [http://www.youtube.com/watch?v=PZiUWXvRja Quick Meshing] (YouTube) video tutorials. The basic idea is that we are going to reshape our mesh by '''scaling''' and '''moving''' bits and pieces of the mesh, '''ONLY'''. '''<font color="red">That means absolutely under NO CIRCUMSTANCE should you add or delete polys/vertices from the mesh.</font>''' The reason why is because the scale and move method allows us to create fantastically custom meshes, without having to create new morphs for them, which is a pain. |
Don't get me wrong, you can delete parts from meshes and even add new pieces from other meshes, this is called '''Frankenstiening'''. However, frankenstiening requires custom morphs to be made, as well as other intricate bits. So, that technique is best left for more advance creators, and will be covered in a separate tutorial. In short....'''<font color="red">Under NO CIRCUMSTANCE should you add or delete polys/vertices from the mesh.</font>''' Are we clear? | Don't get me wrong, you can delete parts from meshes and even add new pieces from other meshes, this is called '''Frankenstiening'''. However, frankenstiening requires custom morphs to be made, as well as other intricate bits. So, that technique is best left for more advance creators, and will be covered in a separate tutorial. In short....'''<font color="red">Under NO CIRCUMSTANCE should you add or delete polys/vertices from the mesh.</font>''' Are we clear? | ||
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Since our scale ratio is .99, that means we are scaling in our mesh 1 percent [(1.00 - .99) x100] inward on the X and Z axis. | Since our scale ratio is .99, that means we are scaling in our mesh 1 percent [(1.00 - .99) x100] inward on the X and Z axis. | ||
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[[File:Daltut-scalemove-vanilla.jpg]]<br clear="all">Notice how the Y axis's ratio is set to 1.00. This means that we won't be scaling the Y axis, which you want to avoid. Alternatively, you can just click the Y button to deactivate that scale ratio altogether. The reason for not scaling in the Y direction is to avoid accidentally changing the meshes height, which can cause clipping and animation issues. | [[File:Daltut-scalemove-vanilla.jpg]]<br clear="all">Notice how the Y axis's ratio is set to 1.00. This means that we won't be scaling the Y axis, which you want to avoid. Alternatively, you can just click the Y button to deactivate that scale ratio altogether. The reason for not scaling in the Y direction is to avoid accidentally changing the meshes height, which can cause clipping and animation issues. | ||
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|desc=Ideally we want the checks to be distributed evenly on the mesh. Well, we can clearly see that there is stretching on the chest and at the bottom. Luckily this is easy to fix!''' However, whatever you do, do NOT create a new map from scratch. ''' Why? Because the game uses the same UV layout for the whole body, including skin and shoes. Basically, the UV maps of every piece of clothing on your sim should flow into each other.}} | |desc=Ideally we want the checks to be distributed evenly on the mesh. Well, we can clearly see that there is stretching on the chest and at the bottom. Luckily this is easy to fix!''' However, whatever you do, do NOT create a new map from scratch. ''' Why? Because the game uses the same UV layout for the whole body, including skin and shoes. Basically, the UV maps of every piece of clothing on your sim should flow into each other.}} | ||
− | Make sure that your entire mesh is still selected and open the '''Texture Coordinate Editor''' by hitting '''Ctrl + T'''. Alternatively, you can go to Window -> Texture Coordinate Editor. | + | Make sure that your entire mesh is still selected and open the '''Texture Coordinate Editor''' by hitting '''Ctrl + T'''. Alternatively, you can go to '''Window -> Texture Coordinate Editor'''. |
When it pops up, you should see your mesh flattened on the rainbow texture. Before we touch anything, we want to '''Lock X''' position by checking the box. This prohibits us from accidentally knocking the UV map off center. Now, we need to select the rows that correspond to the '''SHIRT''' on the UV map where there is the distortion and move them up or down to make the checks uniform in size. Whatever you adjust on the UV map will be reflected, in real time, on the mesh. '''''I suggest having the mesh in 3D view while adjusting the UV map'''. You should also remove the wireframe overlay to help you see the adjustments better.<br clear="all"> | When it pops up, you should see your mesh flattened on the rainbow texture. Before we touch anything, we want to '''Lock X''' position by checking the box. This prohibits us from accidentally knocking the UV map off center. Now, we need to select the rows that correspond to the '''SHIRT''' on the UV map where there is the distortion and move them up or down to make the checks uniform in size. Whatever you adjust on the UV map will be reflected, in real time, on the mesh. '''''I suggest having the mesh in 3D view while adjusting the UV map'''. You should also remove the wireframe overlay to help you see the adjustments better.<br clear="all"> | ||
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'''After you've adjusted the UV map properly, it would be a good time to save!''' | '''After you've adjusted the UV map properly, it would be a good time to save!''' | ||
− | If you want to see UV mapping done in real time, it is covered in my '''[http:// | + | If you want to see UV mapping done in real time, it is covered in my '''[http://www.youtube.com/watch?v=gmq0XuMtHrw Quick Meshing: Advanced Steps]''' (YouTube) video tutorial. |
===Dem Bones, aka Bone Assignments=== | ===Dem Bones, aka Bone Assignments=== | ||
<br clear="all">[[File:Daltut-boneassignments.jpg|right]] | <br clear="all">[[File:Daltut-boneassignments.jpg|right]] | ||
− | After you've altered your mesh and adjusted the UV map, there's one more thing to check. When you make meshes longer - or shorter - you may have to adjust the '''bone assignments'''. Remember that big blue skeleton that I had you turn off earlier? Well that skeleton is actually used in game to locomote the sim. Each vertex on the mesh has certain bone assignments that tells it how to move in relation the "skeleton" of the sim. | + | After you've altered your mesh and adjusted the UV map, there's one more thing to check. When you make meshes longer - or shorter - you may have to adjust the '''bone assignments'''. Remember that big blue skeleton that I had you turn off earlier? Well that skeleton is actually used in game to locomote the sim. Each vertex on the mesh has certain bone assignments that tells it how to move in relation to the "skeleton" of the sim. |
Like with UV mapping, bone assignments are better understood when they are seen visually. So, select any one vertex on your mesh and go to '''Vertex -> Sims 2 Unimesh Bone Tool'''. The particular vertex I selected was on the sims stomach area. It's movement is determined 62 percent by bone #3 - or "b_spine_1", and 38 percent by "b_spine_0". | Like with UV mapping, bone assignments are better understood when they are seen visually. So, select any one vertex on your mesh and go to '''Vertex -> Sims 2 Unimesh Bone Tool'''. The particular vertex I selected was on the sims stomach area. It's movement is determined 62 percent by bone #3 - or "b_spine_1", and 38 percent by "b_spine_0". | ||
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'''Import lod 1 of the new reference dress mesh into Milkshape'''. | '''Import lod 1 of the new reference dress mesh into Milkshape'''. | ||
− | Now, in order to fix our bone assignments we are going to examine the two meshes to find vertices that are in the same vicinity. <br clear="all">[[File:Daltut-bones-2.jpg]]<br clear="all">For example the row of veritces on the dress mesh (red arrow) are close - enough - to the row of vertices on the shirt mesh ( | + | Now, in order to fix our bone assignments we are going to examine the two meshes to find vertices that are in the same vicinity. <br clear="all">[[File:Daltut-bones-2.jpg]]<br clear="all">For example the row of veritces on the dress mesh (red arrow) are close - enough - to the row of vertices on the shirt mesh (blue arrow). This means that we have a relatively good enough reference row to copy bone assignments from. Here comes the tedious part.... |
You'll need to select '''one''' vertex from your reference mesh, write down it's bone assignments, and '''copy them to the corresponding vertex on the shirt mesh''' (via the Unimesh Bone Tool). This is VERY time consuming, but totally worth it in the end. The reason for good bone assignments is to have smoother animation of the mesh, and to minimize clipping. | You'll need to select '''one''' vertex from your reference mesh, write down it's bone assignments, and '''copy them to the corresponding vertex on the shirt mesh''' (via the Unimesh Bone Tool). This is VERY time consuming, but totally worth it in the end. The reason for good bone assignments is to have smoother animation of the mesh, and to minimize clipping. | ||
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− | To be honest, the shirt mesh alters we've done so far in this tutorial don't really warrant redoing the bone assignments. If anything, the only thing we really have to adjust | + | To be honest, the shirt mesh alters we've done so far in this tutorial don't really warrant redoing the bone assignments. If anything, the only thing we really have to adjust is the bottom two rows. Even this is optional. The time that you really want to focus on redoing the bones is if you do drastic edits, such as making a short skirt longer. '''So, before you worry about changing bone assignments, test your mesh in game to see how it animates'''. If you notice a lot of clipping, or the mesh moves choppily, then you will need to adjust bone assignments.}} |
After you've corrected bone assignments, if needed, you can save your mesh one last time, because you are '''done with meshing'''! Well...sorta... | After you've corrected bone assignments, if needed, you can save your mesh one last time, because you are '''done with meshing'''! Well...sorta... | ||
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Once you're confident with your mesh, we can now export it out of Milkshape. To do this, go to '''File -> Export -> Q Mesh Sims 3 Geom Exporter'''. Give your mesh a name, making sure to include "lod 1" somewhere in the name. | Once you're confident with your mesh, we can now export it out of Milkshape. To do this, go to '''File -> Export -> Q Mesh Sims 3 Geom Exporter'''. Give your mesh a name, making sure to include "lod 1" somewhere in the name. | ||
− | If | + | If you are exporting a multi-part mesh, the the exporter will ask you which pieces you'd like to export. Just export/name them in order. That is, lod1_0, lod1_1, etc. |
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===Lods=== | ===Lods=== | ||
− | Now, I said you were "sorta" done with meshing. Good practice is to alter the other two lods to match the custom mesh you just finished. However, with such a small edit as the one we did, redoing all the | + | Now, I said you were "sorta" done with meshing. Good practice is to alter the other two lods to match the custom mesh you just finished. However, with such a small edit as the one we did, redoing all the lods isn't entirely necessary. |
If you do decide to redo lod 2 and 3, just use the same scale/move method we just used. | If you do decide to redo lod 2 and 3, just use the same scale/move method we just used. |
Latest revision as of 17:31, 28 December 2012
CAS Creation With Daluved1: From Start-To-Finish | |
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Planning | Meshing | Creating A New Package | Texturing | Finishing Up | Glossary | |
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