Difference between revisions of "Tutorials:CAS Creation From Start-To-Finish - Meshing"
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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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'''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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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 lods isn't entirely necessary. | 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. |
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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