Attaching Al's Shoe Meshes to Sims2 Meshes

BodyChop Plugins - Basic Use

Now that you understand the purpose of the BodyChop plugins, you need to be aware of some limitations of using them.

First, it is important to understand that there really are NOT two or more groups in the mesh at all, this is just a clever way Wes has made it possible for us to edit the secondary joint assignments, and the "fat" morph of the mesh in MilkShape, both of which would be impossible otherwise.
The exporter gathers all the information from these groups, and puts it back into the GMDC file in the correct places

So, Rule #1 is that you MUST only import/export from MilkShape using the same method - you can NOT import with BodyChop, then export as a .smd file for example.

Second, this also means that both groups MUST have the exact same number of vertices, because the exporter has to combine them back into one vertex - so you MUST make the same edits to both groups.
If you remove a vertex from one group, you must also remove the same vertex from the other group, if you add a new part to one group, you must duplicate that part and add it to the other group also.

Third, there is important information contained in the "Comment" of each mesh group, and also in the Comment of each "Joint".
This means that you can NOT use the plugins to "pass along" the mesh to another 3d Editor or UV Mapper - these Comments would all be lost.

If you do any re-grouping, that group's comment is also lost - so be sure to copy the comment before you re-group, then paste it back in afterwards.

Due to a rounding error, you must always correct the position of the neck before exporting your mesh.
To do this, first make sure all the groups are showing by using the Edit menu to "Unhide All".
On the Model tab, go to [Select] mode, set to [Vertex] and be sure "Ignore Backfaces" is NOT checkmarked.
Then select all the vertices at the very top of the neck. Go to [Move] mode, and lock out [X] and [Z] by clicking on them.
Move the vertices up a bit by click-dragging in the window with your mouse.
Too much here is better than too little, if you go too far it will be hidden inside the Sim's head.
When you get back to BodyShop later to look at your mesh, zoom in and carefully check the neck area to make sure you went far enough.
If not, open up your saved .ms3d file (you DID remember to save one before exporting, didn't you?) and move it up some more until you get it right.

Finally, as of now (The 3.02 version of the Plugins), you can only edit whole meshes (not separate "top" or "bottom" meshes), you can not edit two (or more) part meshes such as the "hula-girl" mesh, and there are some of the "University Only" meshes that also can't be imported with these plugins.

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