Accessory tutorial

Theraven
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Theraven
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Joined: December 4th, 2008, 8:58 pm

April 30th, 2015, 9:18 pm #1

(Note: I'm more used to calling the process of linking vertices to jonts "bone assignment", so I keep mixing between "joints" and "bones" - but they mean the same. The same goes for "faces" and "polygons/polys").

As you probably know already, there aren't a lot of accessory tutorials, and those that exist lack either continuity or in other areas.

What this tutorial covers when it is finished:
- How to make accessories for both genders and all ages (including toddlers and infants)
- How to prepare the mesh files in Milkshape
- Adding simple bone assignments from scratch in Milkshape (particularly for infant)
- How to put everything into one mesh and one recolor file
- How to recolor files with the infant age added
- How to add custom thumbnails
- How to fix dark accessories so they match clothes

What this tutorial won't cover:
- Very basic knowledge in SimPE (You need to be a little familiar with the layout so you can find stuff without pictures)
- Basic meshing knowledge (You need to know how to make and/or edit a mesh)

I am going to assume that you know your way around Bodyshop, Milkshape, Photoshop/Gimp, and SimPE to some degree, so if you've never used SimPE or Milkshape before, this probably should not be your first ride. I'm also assuming that you have at least some knowledge of how to modify meshes, because step-by-step meshing won't be covered.

I do recommend that you make at least one successful body mesh and/or object mesh before you start doing accessories, to familiarize yourself with SimPE and Milkshape.


Making the mesh file:

Making the mesh in Milkshape: (not done)
[+] Spoiler
You need a mesh to start with (obviously). You can either make it yourself, download one off the web, or convert one. Doesn't really matter. All you need is an OBJ file (or GMDC, if you're converting between ages).

- First, you need the GMDC files from the step below.

afaccessorysunglasseship
amaccessorysunglasseship
tfaccessorysunglasseship
tmaccessorysunglasseship
cuaccessorysunglasseship
pubodysleeper (or any other toddler clothing mesh)
bubodydiaper

You'll also want naked (or clothed) bodies for the placement. I mostly use these:

efbodynaked
embodynaked
afbodynaked
ambodynaked
tfbodynaked
tmbodynaked
cubodynaked
pubodynaked/pubodydiaper
bubodynaked/bubodydiaper

If you need the face and bald head, use the prefix (af, am, etc.) with these:

(prefix)face
(prefix)hairbald

The face meshes need to be exported as obj, or they'll misbehave.

You can of course use other clothes or hairs as the base, if you're making an accessory meant to go with a particular piece of clothing or hairstyle.

You can NOT use the animation bases for this! They'll srew up the skeleton, and you might have to do stuff over again.


- Import the body GMDC for the age/gender you want to work with into Milkshape.
- Then import the hair (say "no" to importing a second skeleton!) and the face. (On my bases I re-did the bone assignments on the face, for easier testing of animations, but it's not necessary).

---------

Start out with one of the older ages, because they already have the frame/lens groups.
- Import the accessory GMDC (say "no" to importing a second skeleton!)
- Hide the Frame group.
- Delete everything but one polygon/face in the lens group.
- Make the face/polygon as small as you can get it. Assign it to the 'head' bone (bone 7 for infants), and hide it inside the head.
- Hide the lens group
- Unhide the Frame group.

- Import your mesh (If it's a GMDC, say "no" to importing a second skeleton!)
- Name the mesh "frame"
- Copy comments from the original Frame group to the new one, or use the ones from below.

ModelName: frame
Opacity: -1
HasTangentArray:
NumSkinWgts: 3

For accessories connected to more than one joint, you must use "NumSkinWgts: 3", but if the accessory uses just one joint, it's okay to leave it at "1".

- Assign your accessory to one or more joints. For elder through toddler, I think all the joints are the same, and they're properly named.
- For infant, bone assigning is difficult. I usually mark a vetex where I want to put the accessory, and choose "show" in the menu to see what it's assigned to. I then mark the accessory, and choose "assign".
- You can see if you've assigned everything by clicking the tick box that shows the assigning in colors. Non-assigned vertices show as white.

- Delete the extra "frame" group.
- Save the file as a Milkshape file (so you can go back and fix stuff without having to do all of this over again).

You should now have the body, a "frame" and a "lens" group. The body should show up colored with the box ticked, and if you turn on animation, the accessory should follow the body part(s) you assigned it to.

- Delete the body parts. You should only have the "frame" and a "lens" group left.
- Save the file as a GMDC file.


Now that you have the first one, you can actually make things simpler for yourself.

- Make a new file with a body for a different age/gender. Do the steps down to the striped line.
- Import the GMDC file you just made (say "no" to importing a second skeleton!)
- Move the "lens" group to the middle of the head.
- Move, and possibly resize or remodel the "frame" group to fit the body part.
- Save as a Milkshape file
- Delete the body parts
- Save as a GMDC file.

Rinse and repeat for the ages/genders you want to use.
Making a cloneable mesh file (If you save this file, you don't have to do these steps again)  
[+] Spoiler
Extracting mesh parts:

It doesn't matter all that much which meshes you use, as long as they have a frame and lens group, and have the correct skeletons. You can NOT use a mesh for an older/younger age group for teen and below (YA/adult can use the same, elders too in most cases), or for a different gender for teen and up (child/toddler/infant use the same). The safest is to extract from ingame.

For head and arm/hand accessories, using the adult mesh is fine for elders. If you're making a body mesh, you'll want separate meshes. I'm not sure if there are any separate elder meshes ingame, but you can use the same technique as for toddler/infant. I'm not sure if renaming resources will work.  

For child through adult:
afaccessorysunglasseship
amaccessorysunglasseship
tfaccessorysunglasseship
tmaccessorysunglasseship
cuaccessorysunglasseship

If you want to include toddler and infant, you can use these:
pubodysleeper (or any other toddler clothing mesh, really)
bubodydiaper

First we're going to do some prep work.

- Make a folder named "Accessory resources" and put it somewhere you'll remember.
- Inside the folder, make a folder named "extracted meshes".

You have to do the following steps for EACH resource!
- Make a new file in SimPE (file --> new)
- Extract the meshes one by one (Tools --> PJSE --> Body Mesh Tool --> Extracting stage)
- Mark the four resources (GMDC, GMND, CRES, SHPE), right-click, and choose "extract"
- Save them to the "Extracted meshes" folder.
- Do this with the rest of the files. Don't save anything except for the extracted resources (click no to any 'save file?' prompt from SimPE).

The resources usally sort themselves into folders by default (GMDC, SHPE, and so on). Take the files out so they're directly in the "Extracted meshes" folder.

You should now have mesh resource files for all the ages you are planning to use. You'll not see the difference between the files, but the names show properly in SimPE.

Making a mesh file for future cloning:
- Make a new file (file --> new)
- Import all the resources (right-click, choose "add...", find them, mark all the files, click "open".
- Sort by name (click "name") in the Resource List, and make sure there are 4 resources for each age/gender.
- Click "Tools --> Object Tools --> Fix integrity"
- Write something simple, like "acc" or "accessory" or "acc-allage". Don't use "_" or spaces between words, only "-". You can give it an additional name later - this is for the cloneable file.
- Click "ok" and wait until the file has loaded.
- Save the file with a new name ("AccessoryMESH-AllAge" or some such).

I have had a few instances where the meshes get borked between steps, and I have no idea why. Make sure you don't start directly on the editing, but close and re-open the file first.
I'm not entirely sure if the next steps are needed, but I do them just in case.
You'll need an exported mesh file (from Milkshape) for the PU and BU ages for this step!  

- Click "File --> New"
- Open the file you just made, and sort by name.
- Go to the "PU" GMDC resource. Copy the name in the "Filename" box.
- Right-click the "PU" GMDC resource, click "Replace", and choose a PU mesh file (see step about making the mesh in Milkshape). Click "open".
- Replace the name with the one you copied. DO NOT click commit before you have done this!
- Click "Commit" and "OK".
- Go to the "PU" GMND resource. Choose "tsDesignModeEnabled" from the dropdown list.
- Change "Body" to "frame" under Items.
- Add one "Array" line from the dropdown box to the right. Write "lens" in the Name box.
- Click "Commit".
- Go to the "PU" SHPE resource.
- Replace "Body" with "lens"
- Add a subset, and name this "frame".
- Click "Commit".

- Do the same steps for the BU resource, too. Make sure you use the BU mesh, of course.
- Save the file.

Now you should check if the file works.
- Close the file, and reopen it.
- Click the first GMDC resource in the list
- Click the "preview" button, and wait for your mesh to pop up. If it does, all is fine, and you can do the same with the next on the list, until you've checked all of them.
* If you get an error that says "cres was not found", it's possible you did something wrong. Try to re-import the mesh first, and if that doesn't fix it, go back to Milkshape and check if the mesh works fine there. A double skeleton may occasionally cause trouble. If that doesn't work, it's possible you may have to start over again. Make sure you don't skip the close/re-open steps.

And that's how you make a cloneable base file!

Keep the base file for future use, so you don't have to do this all over again. You can also save different versions with different ages/genders from this file, by deleting the resources and saving as a new file.
Making a file for your current project (make a base file first)
[+] Spoiler
To clone the file:
- Open the mesh file from the above steps in SimPE
- Click "Tools --> Object Tools --> Fix integrity"
- Write a descriptive name (not too long, and only use the "-" between words).
- Save the file with a new name.

- Click "File --> New"
- Open the file you just made

:exclaim: If you DON'T want some of the ages/genders for your current project, delete the resources belonging to the ender/age, and save as a new file :exclaim:

- Click the "GMDC" line in Resource Tree.

For each GMDC resource:
- Click one of the GMDC resources and copy the line in the "filename" box
- Right-click, choose "replace"
- Find the mesh file that belongs to the proper age/gender, and click "open".
- Replace the filename
- Click "Commit" (after replacing the filename!!!)
Repeat for all the GMDC resources
- Save the file.

Now you should (again) check if the file works.
- Close the file, and reopen it.
- Click the first GMDC resource in the list
- Click the "preview" button, and wait for your mesh to pop up. If it does, all is fine, and you can do the same with the next on the list, until you've checked all of them.
* If you get an error that says "cres was not found", it's possible you did something wrong. Try to re-import the mesh first, and if that doesn't fix it, go back to Milkshape and check if the mesh works fine there. A double skeleton may occasionally cause trouble. If that doesn't work, it's possible you may have to start over again. Make sure you don't skip the close/re-open steps.
(And yes, this is the same step as earlier, but if the mesh doesn't work, there's no point in skiping to the recolor file, so do this properly).


Making the base recolor file:


Making a base recolor file including PU and BU:
[+] Spoiler
This is a step you'll have to do for all accessories you make (they need unique numbers), but if you plan to make several accessories for the same age/gender groups, you can make several base recolors from this file so you have some at hand (saves you from running Bodyshop X number of times).

You just need one file to begin with. You can also use this one as a recolor base for future projects.  

The file you make here will serve as the recolor file for the project you are working with.
This means that you should NOT use finished recolors for recoloring, but THIS particular file.
In particular if you're adding baby, because the recolor files won't work properly in Bodyshop.  

- Open up Bodyshop
- Make a recolor of glasses (or any other accessory with at least child to adult age, gender does not matter). I do suggest you use one of my multi-age recolors, as they're fixed and shouldn't give you the dreaded bleeding-through problem.
- Give it a recognizable name and a tooltip.
- Close Bodyshop.

- Give the file a descriptive name, preferably the same as the mesh. (I usually name my base files for any projects "Theraven_DescriptiveFilename-acc_REC" and "Theraven_DescriptiveFilename-acc_MESH" so I know what's what)
- (It's the file you find in SavedSims, not the one in Projects!)

- Open the file in SimPE
- Click "Mesh Overlay XML", and check out which ages you have.

For making linking easy, you need ONE EACH for AF, AM, TF, TM, CF, PF and PM.
* PF will be used as PU (Instance: 257)
* PM will be used as BU (Instance: 258)
* CF will be used as CU (Instance: 513)
* TF (1025) and TM (1026) can be used as-is
* AF will be used as AF, YF and EF (Instance: 2049)
* AM will be used as AM, YM and EM (Instance: 2050)
EXCEPTION: If you make body-shaped accessories for elder, you'll also need separate EF and EM Mesh Overlays. Most head and arm accessories don't need it.
* The other ages are EF (4097) and EM (4098), YF (16385) and YM (16386) - but there's no point in making YA, and rarely need for elder.

- Delete all other Mesh Overlays (right-click, "delete")

- Change the AM and AF "age" lines to "8"

If there isn't a resource for PU, you need to do this:
- Change the "age" line for the CU resource to "3" for just CU and PU, or "23" for CU, PU and BU

- Make a new recolor from this file in Bodyshop
- Make a sim, put on the accessory (the new file). Check the ages to make sure no eyebrows are missing, that there's no bleed-through issues, and that the accessory is working fine otherwise. This so that you don't have to fix strange issues later. The PU ones will look weird because of the mesh.

- Close Bodyshop and open the file again in SimPE

You should now have between 6 and 9 resources, depending on which you kept. Change them like so:  
* pu (257) - Age-1, gender-1
* pu (258) - Age-1, gender-2
* cu (513) - Age-2, gender-1
* tf (1025) - Age-4, gender-1
* tm (1026) - Age-4, gender-2
* af (2049) - Age-8, gender-1
* am (2050) - Age-8, gender-2
(EF and EM - Age 10, gender 1 and 2. Only needed for body-tight accessories covering the torso)
(YA/YM is NOT needed, because we're going to use the AM/AF files for that age)

(The step below is only necessary if you didn't use a fixed accessory recolor)
- For each individual TXMT resource for the "frame" groups, go to the "cMaterialDefinition" tab and make sure it says "SimStandardMaterial". If it says "StandardMaterial", change it. And yes, you have to change all of them. Changing the "lens" group is not necessary unless you're making an accessory with the lens group visible, like glasses.
- Commit for each TXMT you edit, and save.  

The recolor file is now ready.

This file can be recolored as a base file for future projects, and can be changed after your needs.
As long as the meshes for the different ages and genders can use the same texture, you can use the same recolor file for them. This saves lots of space.


Changes:
* If you decide you don't want one or more of the ages, delete the Mesh Overlay file belonging to the age.
* If you want male/female only, delete AF/TF or AM/TM, and change PU, PU and CU "age" line to 1 (female) or 2 (male)

You will need to make new recolor files for every project, and I do (again) advice you to keep the base file for the current project at hand with the mesh file so you can easier use them for recoloring.
Linking the recolor to the mesh:
[+] Spoiler
You need:
* One finished mesh file with the proper meshes imported (see above)
* One recolor file with the proper ages and genders for your current project  (see above)


There are two ways to link mesh files to recolors:

Method 1
----------------------------
(very lengthy and involves lots of clicking)

- Open the mesh file
- Extract separately the CRES and SHPE resources for each age and gender, and put them in a folder. Name them after the age/gender and type (AFcres, CUshpe...)
- Open the recolor file. Sort resources after Instance.
~*~
- Import the CRES and SHPE separately for each age/gender (only the PU shpe/cres first)
- Click the 3DIR for the first resource (PU/257 as an example). If you're unsure which 3DIR belongs to which Mesh Overlay, look at the instance number. The first 3DIR always spends some time loading.
- Delete the TOP "resource Node" and "Shape" in the "3D Referencing File Editor"
- Click "package" (next to "file properties")
- Scroll until you find "resource Node" and "Shape"
- Click-and-drag them into the "3D Referencing File Editor"
- Mark the new "resource Node" and click the "up" button until it's on top.
- Mark the new "Shape" and click the "up" button until it's directly under the new "resource Node".
- Leave everything else the way it is.
- Click "commit"
- Save the file each time (in case of mistakes).
(if you do a mistake, don't click "commit" but instead click another resource, and go back).

- Repeat from ~*~ for each age/gender.


Method 2
-----------------------------
(Easier, and less confusing)

- In a separate folder, copy the mesh file so you have one copy for each age/gender - you can delete them later. Name them (EF/EM)/AF/AM/TF/TM/CU/PU/BU
- For each file, delete the other resources, so you're left with ONLY the AF resources in the AF file, the TM resources in the TM file, and so on.
- Save the separate files after the changes.

- Open the recolor file
~*~
- Click one of the 3DIR resources (Example: PU/257)
- Click Tools -> PJSE -> Body Mesh Tool -> Linking Stage
- Click "ok"
- Pick the correct mesh (Example: PU mesh)
- Click OK to boxes. Make sure the 3DIR shows in cursive
- DO NOT click "commit" - Instead, click the next 3DIR.
- Save the file between each.
- Repeat from ~*~ for each age/gender.

---------------------------------------------------------------------

The mesh and recolor are now linked.

------------------------------------------------------------------------


Editing the base recolor file:

Remember: This is the BASE FILE for the CURRENT project. This is the one you'll use for recoloring. All changes here are applied to the rest of the recolor files.

TEXTURE IMAGE:
- Give the base file a new texture with DXT 3 or 5.
- If you have all EPs, transparent accessories can be done by DXT texturing, without using the 'blend' setting in TXMT. The 'blend' setting can sometimes cause bleed-through issues, for some reason.  
- Commit, and save.

TEXT LISTS:
- It's always a good idea to give a good tooltip, particularly or non-face accessories.
- If you don't want to add a thumbnail to the BU version, the tooltip is the only way to identify the file ingame.
- The tooltip can be edited in Text Lists, in the first text box. Give a new name, click "commit" and save.

MATERIAL DEFINITION:
- If you want the light effects to work like clothes, you need to do some changes to EACH "frame" resource
- stdMatDiffCoef: 1,1,1
- stdMatSpecPower: 2
- stdMatSpecCoef: 0.099,0.099,0.099

MESH OVERLAY - Category:
- Decides which categories the accessory shows in. It should be in everyday, but otherwise it's your decision.
- Showing in Swim will make the accessory showerproof
- You can follow Hat's tutorial here: https://hat-plays-sims.dreamwidth.org/34791.html

MESH OVERLAY - bin:
- If you want your accessory to be multi-wearable, it needs a new bin number. I've got a bunch here, feel free to use them for the appropriate items:
- I do advice you to keep to this naming system, starting with 0x4 and ending in 2. I've had a few strange eyebrow incidents happening with other bin numbers, though not sure why.

Code: Select all

0x0000000F: Glasses (ORIGINAL)
0x40521802: Glasses (made)

0x44520002: Hats, bows
0x44370902: Earmuffs
0x44549802: Shoes
0x44528902: pacifier (and mouth in general)

0x44225942: Left hand
0x44225952: Right hand
0x44590302: upperarms

0x44630702: EEG
0x44578602: NGtube
0x44579102: Oxtube
0x44568002: Footband
0x44524802: Wristband

0x44520602: Antennae + horns
0x44520902: Animal ears
0x44527902: Tails
0x44529302: Wings

0x44520702: Eyeshade

0x44989702: Seatbelt, bib

0x44524902: Umbilical cord

0x44541602: Tutu (waist)

0x40569302: Backpack
0x40569802: Babycarrier
0x40569602: Baby for carrier

0x44830902: Necklaces

Chesttube L: 0x44970012
Chesttube R: 0x44970022
BPcuff: 0x44970032
ECG: 0x44970042
ECMO chest: 0x44970052
ECMO neck: 0x44970062
Stomach/feed tube: 0x44970072
Head tube: 0x44970082

Others I've used:
0x44564302
0x44561702
[+] Spoiler

-----------------------------------------------------

MESH OVERLAY - Age/gender:

If you're not planning to add BU, and don't want to use SimPE for editing ages and genders later, you can now edit back the ages.

If you HAVE added BU, keep the PM and PF resource as-is for the recolor base, keeping the infant stand-in (the PM file) set to toddler boys, and the PF file (now the Uni toddler file) set to girls. These resources MUST be fixed in SimPE for EACH recolor you make. No exception!  

* NOTE:
I prefer to edit the files in SimPE later, because that way I have more control.
When you add back ages/genders, Bodyshop will add back the resources, and if you need to make changes to the TXMT or Mesh overlay, you're stuck having to edit every single resource.

For all age/both genders:
* AF and AM - Change "age" line to 58 (48 if you have separate elder files)
* CU - Change "gender" line to "3"
* PF - Change "Gender" line to "3"

Sometimes you might want an accessory to show only for girls or boys.
This method will hide the other genders, but you can easily re-enable them if you ever want to do so.
DO NOT use these files for recoloring!

For female only:
* Change AM, TM (and EM) "age" line to 0
* Change CU and PF "age" lines to "1"

For male only:
* Change AF, TF (and EF) "age" line to 0
* Change CU and PF "age" lines to "2"


-------------------------------------------------------------

And now you're ready to make recolors!

-------------------------------------------------------------


Editing recolors in SimPE, if you did't do so above:

(again, the PM file is the BU file, and you have to edit this one for EACH recolor file)

For all age/both genders:
* AF and AM - Change "age" line to 58 (48 if you have separate elder files)
* CU - Change "gender" line to "3"
* PF - Change "Gender" line to "3"
* PM - Change "age" to "20", and "Gender" to "3"


Sometimes you might want an accessory to show only for girls or boys.
This method will hide the other genders, but you can easily re-enable them if you ever want to do so.
DO NOT use these files for recoloring!

For female only:
* Change AM, TM (and EM) "age" line to 0
* Change CU, PF and PM "age" lines to "1"

For male only:
* Change AF, TF (and EF) "age" line to 0
* Change CU, PF and PM "age" lines to "2"


You can also mix-and-match, if you want some files to show up for kids and others for teens and adults.

It is more work to do the editing after, but as I said above, you have more control and you can later add or remove ages without making a new recolor file.
Making custom thumbnails:
[+] Spoiler
Recolor files all done and dusted? Nice! But what about the shoes or necklaces or bracelets that don't show properly in the ingame thumbnails? Let's make a custom thumbnail for those!

This tutorial is based on Snowstorm's tutorial, with a little more input on ages/genders. If you need pics, her tutorial is here: http://modthesims.info/t/194145

You will need:
* Recolor files for your accessory mesh
* A picture for each recolor that clearly shows the item (I often take screenshots in Milkshape for infant accessories). The pictures should be 128x128 or 256x256 in size, in PNG (or JPG) format.

* Open a recolor file in SimPE
* Right-click inside the "Resource View" window.
* Click "add..." and find the location for your picture
* In the dropdown list above "open" and "cancel "in the bottom right corner, click "all files"
* Double-click your picture.
* Click one of the 3DIR resources (You can click any of the TXTR/TXMT/MeshOverlay resources instead for this step, but the 3DIR needs to load, anyway)
* In the bottom of the screen, click the "Resource" tab.
* Copy the "Groups" number.
* Go to the "---User Defined---" resource.
* Paste the "Groups" number you copied into the "Groups" line.
* Change the "Type" line to "jpg/tga/png image" in the dropdown list
* DO NOT CLICK COMMIT! The changes will auto update.
* Click the "Plugin View" tab.

---------REPEAT THE BELOW STEPS FOR ALL AGES/GENDERS THAT NEED THUMBNAILS----------

* Click the 3DIR resource you want to add the thumbnail to. (It's the 0x00000001-> and NOT the 0x00000101--> lines you want!). You can see which age they belong to by looking at the last number in the "Mesh Overlay XML" line in the 3DIR.
---INFO--- (101/102=toddler F/M, 201/202=Child F/M, 401/402=Teen, 801/802=adult. Not sure about YA/Elder, but I think they follow the Mesh Overlay ages. I use 101 for toddlers (F&M) and 102 for infants (F&M), and 201 for child (F&M) in my all-age accessories).  

* In the Plugin window, click the "Package" button near "File Properties".
* In the popup, look for the "jpg/tga/png image" line, and drag this down into the "3D Referencing File Editor".
* Close the popup window, and click "Commit".
* Go to "Binary Index"
* Click the one with the same instance number as the 3DIR.
* In the "iconidx" line, write "4" or "0x00000004" and click "Commit".
---INFO--- (The "Iconidx" number references the 3DIR - and since there usually are 5 lines in the 3DIR, counting from 0, the "jpg" line is the 5th line, but the 4th in Hex, since Hex also counts "0" as a number. If there are more than 5 lines in the 3DIR you just count them, and put in one less number in the "Binary Index" - but accessories usually have 5 lines there).
-----------------------------------
* Do the rest of the ages/genders
* Save, and test the files.


You can add different thumbnails for different ages/genders, but keep in mind this will make the file size bigger. Just do all the steps from the top to the bottom for each age/gender, and keep track of the instance numbers that goes with the different ages.

Testing ingame:
[+] Spoiler
Yes, you need to do that. There's always the wrongly linked mesh, or a mesh that needs adjusting, or a recolor that doesn't show for CM, or some other obscure thing that just doesn't work the way you want it to.

What to test:

Bodyshop:
- Does the accessory show for the proper ages/genders?
- Eyebrows, scalps or other body parts missing?
- Multi-wearable?
- Placement okay?

Ingame:
- Does it animate properly with the sim?
- For body accessories, let them jump on a couch or do other 'extreme' animations, so you an rule put clipping and other animation issues.
- Do thumbnails show properly?

Strange errors after making changes?
- If you have to do mesh or texture changes, remember to delete the cache files before restarting your game/Bodyshop, or you might experience strange problems (mesh exploding even if it is fine, old texture showing, old mesh showing, and similar).

Troubleshooting:

Help! My mesh looks awful! What did I do?
[+] Spoiler
* Did you forget to delete the cache files after changing the mesh/texture?
* Did you assign bones properly?
Help! My mesh is see-through in all the wrong places, and/or looks borked - what did I do wrong?
[+] Spoiler
* If the mesh has vertices that are assigned to more than one joint, make sure the "NumSkinWgts" in the mesh comments for the frame group says "3" and NOT "1". Otherwise the weighted joints won't be translated the way you set them.
* Are the TXMTs for the "frame" textures set to "SimStandardMaterial" in the "cMaterialDefinition" tab? If not, fix it.
* Are the TXMTs set to "blend" in the "stdMatAlphaBlendMode" line? If they are, set it to "none".
* Did you assign bones properly? All vertices must be assigned 100% in all, to one or more joints. 101% or 99% will cause mesh flaws.
* If the mesh "explodes" (looks spiky) ingame, make sure to delete the cache files.
Help! The mesh shows but uses the wrong recolor! What did I do wrong?
[+] Spoiler
* Read bit about linking, and make sure you did it right
* Read bit about adding the texture, and make sure you did it right
* Delete the cache files
Help! One or more of the ages don't use the right mesh/recolor. What did I do?
[+] Spoiler
* You probably forgot to add in a mesh in the mesh file, or forgot to link a 3DIR. Go back and make sure you did the steps for all the ages.
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Theraven
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October 6th, 2015, 6:34 pm #2

This is a work in progress. I'll mark with a ::new:: tag when a piece is done.
There are things that we don't want to happen but have to accept,
things we don't want to know but have to learn,
and people we can't live without but have to let go.


Please don't PM me with WCIFs or requests.
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Theraven
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October 16th, 2015, 12:26 am #3

More added. If you already know how to mesh accessories, you should have what you need. I'll add the meshing/Milkshape part when I actually have Milkhape to look at.

Note: This was partly written at 2-3 am, so there's bound to be anything from typos to missing steps. If you meet the wall in any part of the tutorial, please comment below and I'll have a look at it.
There are things that we don't want to happen but have to accept,
things we don't want to know but have to learn,
and people we can't live without but have to let go.


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Wawa
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November 23rd, 2015, 10:26 pm #4

Hi Raven.

New question now. I've "stretched" the windkeeper tiara in Milkshape to make a larger looking crown. (I like big sparklie hats!) How would I ensure it picks up the textures for any recolours that have been made with the original tiara? Or is it even possible?

On a side note, I'm bogging myself down with all these hats and their recolours now. Not looking forward to the picture taking :P but. boy am I having fun with it!
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Theraven
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November 23rd, 2015, 11:09 pm #5

IYou probably have to make new recolors. I think it's possible to slave them to the originals (like with clothes), but you'd still need to make recolor files for all of them.

If you don't want the originals, you can just replace the meshes in the mesh file (if you do this, remember to delete the cache files before you go ingame).
There are things that we don't want to happen but have to accept,
things we don't want to know but have to learn,
and people we can't live without but have to let go.


Please don't PM me with WCIFs or requests.
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Wawa
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September 18th, 2016, 2:12 am #6

Hi Again. I've been having a blast making hats if you check out the Keep. Quite a few actually :P

I had a request from Fractured Moonlight for an accessory but she wanted the toddlers involved. I don't have them in my template and I can't get them to work for me when I tried to follow along the tutorial. I finally did manage to get the toddlers working in my Bodyshop but when Frac uses the files I gave her in her Bodyshop, the game crashes. Can I beg your templates for the meshes and recolours from you instead? I will make sure that credit is given for any future uploads that may use the toddler ages in any accessories created. Thanks for the fun of making them otherwise! I still have a huge amount of ideas to make.
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Theraven
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September 18th, 2016, 3:38 am #7

Maybe I can take a look at the files first? I think I've bumped into most of the possible accessory problems that's known, possibly a few new ones as well, so I may be able to figure out where the problem is. Been making accessories since 2009-ish, after all...

I think the files I'm using have my name in them, so I'd probably have to make some new generic ones for uploading. You should be able to make the base files if you follow the steps, though.
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things we don't want to know but have to learn,
and people we can't live without but have to let go.


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Wawa
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September 18th, 2016, 7:23 pm #8

That would be fabulous if you could look at them. As I mentioned, I got them working in my Bodyshop but when Frac opened them it crashed. Here's the link to the two files I sent her. If I know where I went astray, it would be a bonus! :P

Thank You for taking a look.
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Theraven
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September 18th, 2016, 9:52 pm #9

First of all, it looks like the toddler meshes are borked (says the cres is missing, which usually means there's something wrong in the GMDC, such as a double skeleton, or the link between the GMDC and the CRES). I've occasionally had this happen if I don't do the close and re-open steps. Essentially, this means the skeleton references are missing, which could easily explain the crashing. Also, you only need one toddler mesh. If you want to add a baby mesh, you must use a baby mesh, or it won't get the proper skeleton.

In the recolor file, you don't really need double resources for the girl and boy toddler and child, as they can use the same resources. If you set them to 3 in the gender category for the 'base' file, you'll end up having to link them twice, because Bodyshop always adds in the "missing" resources when you make recolors (makes the CU and PU resources into PF/PM and CF/CM if the gender is set to 3). I usually work with the girl versions (and using the PM resource files for BU), and add both genders later. It basically just saves some work in the linking process, and makes it a little easier to edit which recolors I want to show up for which gender.

---

If all else fails, here are my base files: http://www.simfileshare.net/download/117882/
The BU ones have my name in it, but the PU ones don't (couldn't be bothered to make new ones...). And make sure you don't run the game OR Bodyshop with the originals in, because they're a bit iffy in regards to playability, and have the wrong meshes and recolors, so they look rather weird as-is.

How to use the files: (you will need the other parts of the tutorial, by the way) I usually copy the recolor, clone the mesh (as in 'fix integrity' with a name change, and save as a new file), link them, edit the mesh file, fix everything in the recolor file except ages and genders, and then put them into Bodyshop, so I can recognize them. Then I make a recolor I use as a base file, and delete the copy-file (this so that I'm sure I don't acidentally mix a copy with a ready base file, which creates a whole new set of trouble in Bodyshop, particularly if the accessory.cache file gets involved).

After that you can of course go on and edit the ages and genders on the new file, so that you don't have to edit all the recolors. Personally, I prefer cleaner files, so I usually do all that editing manually later. Bodyshop adds the missing resources if you edit the ages and genders before recoloring, and this creates a bunch of resources you strictly don't need (like having 6 resources instead of 2 for adult/YA/elder).

And whatever you do, keep the BU resources in the recolor file linked for PM, and the PU linked for PF in all base files that includes BU. Do NOT recolor any files with them set for BU, or the files will get borked. These two resources must always be fixed after you're done making recolor files.
There are things that we don't want to happen but have to accept,
things we don't want to know but have to learn,
and people we can't live without but have to let go.


Please don't PM me with WCIFs or requests.
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Wawa
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September 18th, 2016, 11:22 pm #10

Thanks for the input. Now that I know what I have done wrong or omitted I shall try and re-do the whole thing myself first. When all else fails, I shall snag your copy to work with. I shall persevere though dangit !! LOL
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