Sims 2 Hair Mesh Tutorial? The 127 Detailed Answer

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Sims 2 Mesh Tutorial | Fix Layers Clipping In a Hair Mesh

Sims 2 Mesh Tutorial | Fix Layers Clipping In a Hair Mesh
Sims 2 Mesh Tutorial | Fix Layers Clipping In a Hair Mesh


See some more details on the topic sims 2 hair mesh tutorial here:

Meshing – The Sims 2 Tutorials – Tumblr

General Hair Tutorials: Hair: basics and beyond articles | MTS, tiggerypum, Dr Pixel and pinhead; Hair meshing tutorial | Insimenator, djmur91; Hair meshing …

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Source: sims2tutorials.tumblr.com

Date Published: 1/17/2022

View: 7472

Hair Meshing with MilkShape and UniMesh (Beginners)

This is a beginner’s hair meshing tutorial, but it is NOT for … Start MilkShape, and on the File menu choose Import/Sims 2 Unimesh …

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Source: modthesims.info

Date Published: 8/7/2022

View: 6707

Hair Meshing Tutorial – Insimenator.org

1. Open Bodyshop. Dece which hair you would like to edit and export that as a project file. 2. Do any editing that you would like to do on the textures before …

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Source: www.insimenator.org

Date Published: 11/3/2022

View: 6472

Meshing – The Sims 2 tutorial database – Tumblr

Meshing Bodyshop • 3t2 hair conversion tutorial part 1, Cassis • 3t2 hair conversion tutorial part 2, Cassis • 3t2 hair conversion tutorial part 3, …

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Source: ts2tutorialdatabase.tumblr.com

Date Published: 12/10/2022

View: 904

— The Sims 4 to The Sims 2 Hair Conversion Tutorial

With the Sims 4 mesh you’ve selected, go to the meshes category and click export mesh. image. While the mesh is exporting, you can extract …

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Source: socialbunny.tumblr.com

Date Published: 10/1/2022

View: 6224

DeeDee-Sims — hello! would you please link the hair flipping…

Hi! I don’t think such tutorial exists? I figured out how to flip stuff when I was working on accessories. You basically extract the meshes, …

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Source: deedee-sims.tumblr.com

Date Published: 8/7/2021

View: 2094

The Sims 2 Tutorials – BeyondSims

Browse our large directory of tutorials for The Sims 2 on PC & Mac which will … Mod The Sims (MTS) – Making New Clothing or Hair Mesh as a Non-replacement …

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Source: beyondsims.com

Date Published: 11/30/2021

View: 2428

Sims 4 Studio – Sims 4 Hair Mesh Components – Notion

This is the EA hair I will use as the example for this mini-tutorial. https://s3-us-west-2.amazonaws.com/. Each hair has 4 LOD meshes.

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Source: www.notion.so

Date Published: 6/30/2021

View: 7405

The Sims 2 Tutorials : Meshing

USEFUL INFORMATION FOR LEARNING/UNDERSTANDING AT THE BEGINNING

General:

Bodyshop: (mainly SimPE stuff to optimize files)

BODY SHOP

Swap Body Parts/Add Morphs:

body shapes:

General Clothing Tutorials:

General Accessory Tutorials:

General Hair Tutorials:

Conversions 3t2/4t2:

Batch export of textures from S4Studio | Platinumaspiration & DeeDee

Conversions 3t2/4t2 clothing:

Conversions 3t2/4t2 accessories:

Conversions 3t2/4t2 hair:

Non-Milkshape Tutorials:

Pets:

OBJECTS

Basics:

General object tutorials:

Conversion 3t2/4t2:

Cars:

Pets:

Creating a new pet with the womrat object | MTS, Klinny

Build mode:

POSES AND ANIMATIONS

Hair Meshing Tutorial

Hair Braiding Instructions

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djmur91:

I decided to put this here because I didn’t know where else, although I didn’t look very closely. lol. But here it is:

I wanted to do a hair meshing tutorial so here it is..

I remember when I started I couldn’t find a really good tutorial on meshing hair and it took me a very long time to figure out how to do it. Now that I actually know how, I thought I’d help anyone out there who wants to try. I like helping people. I’ve tried to make it as simple as possible, but sometimes things like this get complicated. So if you have any questions, feel free to ask them.

EDIT from beosboxboy: In the latest versions of SimPE (0.60 and higher), a PJSE Body Mesh plugin is included in the installation, which allows you to extract all the necessary parts without resorting to manual mesh component extraction which is described in this tutorial. If you prefer to use an older version of SimPE, you may be able to get a version of the plugin compatible with your preferred version number (SimPE 0.58 and later) here: http://www.simlogical.com /PJSE/ PJSEindex.htm (hosted by Simlogical)

PJSE Body Mesh Plugin documentation is available here: http://www.simlogical.com/PJSE/BodyMeshTool/PJBMThelp/Contents.htm (hosted by Simlogical)

Versions of SimPE older than 0.58 must still use the manual extraction method described in this tutorial; For this reason, out of consideration for those who prefer older versions of SimPE, this tutorial has been left untouched.

Since writing this tutorial, Wes_h has released the Unimesh plugins for MilkShape 3D which have replaced the older plugins mentioned in this tutorial, their functionality is similar but greatly expanded and improved. The link in this tutorial has been corrected to the new plug-ins.

Although this tutorial is not deprecated, many of the procedures have been greatly streamlined with improvements in the tools. A revision of this tutorial is required to reflect these changes, so the user should carefully review the documentation and threads dedicated to plugins to see what changes have been made and adjust the steps in this tutorial accordingly.

How to make a hairnet

Required programs:

-SimPE http://sims.ambertation.de/

-Milkshape 3d http://www.swissquake.ch/chumbalum-soft/

You also need the wes_h milkshape plugins. UniMesh plugins for MilkShape (1.78 and UP)

Make sure the plugins are installed in the directory folder where Milkshape is installed on your computer.

1. Open body shop. Decide which hair you want to edit and export it as a project file.

2. Make any desired edits to the textures before importing them again. Then import it into the game.

3. Close workshop.

4. Open your Sims 2 directory on your hard drive. This is not the same place as your neighborhood data. This contains all the basic information that any user needs to play the game. On my computer it is C:\Programs\EA GAMES\The Sims 2

5. (see Beosboxboy’s note above) Go to EA GAMES –> The Sims 2 –> TSData –> Res –> Sims3D. Open Sims03. This contains all the GMDC files from the original game. These are the ones you will edit. I usually export many of these at once so I don’t have to keep going back to that package file to find more hairnets.

*If you exported a hair from Nightlife or University, you will need to open those directories instead. The 3D folder for the expansions is the same as Sims3D for the original game.

(University: EA GAMES –> The Sims 2 University –> TSData –> Resolution –> 3D. and Nightlife: EA GAMES –> The Sims 2 Nightlife –> TSData –> Resolution –> 3D)

6. I don’t really know how to tell you how to find the right mesh for your chosen hairstyle, although I’m sure there is a way. I skim through all the names to see which one looks like this particular network. It helps if you have one of the newest forms of SimPE as you don’t have to use the name card to find the instance to find the right mesh. Make sure you export the correct age group/gender for your mesh. A = Adult T = Teen C = Child P = Toddler E = Elderly F = Female M = Male.

The age and gender are combined to form the beginning of the network’s name. (Example: af = adult woman)

There are no hair nets for elders as the adult nets fit their heads. So when you edit an adult mesh, you are actually creating an adult and elderly mesh. (If you have a university, the same net fits the young adult as well.)

Once you find the meshes you want, left click on them and export them. I usually keep all the files I export in organized folders. It’s good to do this because then you can go back and edit them again if you want. You can do whatever you like, but it makes it easier to edit this mesh if you save it with its name. Example: afHairLongSimple, I would save as: aflongsimplegmdc. That way, if I later decide to edit the mesh, I’ll know what it is.

7. Open Sims04 and export the GMND file whose name matches the exported GMDC file. After doing that, do the same for Sims05 (SHPE files) and Sims06 (CRES files). I usually name the files the same as the gmdc file, but instead of gmdc at the end it would be properly four letters for the type of file it is.

8. Now you can edit your mesh. Use the wes_h plugins to import one of the gmdc files into Milkshape. I think it’s pretty self-explanatory on how to actually edit your mesh. Milkshape is pretty easy to use.

When you’re done editing your mesh, make sure all vertices are assigned to a joint. It will NOT work if they are not all assigned. To do this, click on the “Joints” tab on the left side of the screen. (or wherever you got the menu thingy)

When you click a joint, it turns red. DO NOT move them. It affects the look of your mesh and usually doesn’t come out very well. Assign any vertices surrounding the joint to it. This affects the animation and how it moves when the Sims turn their heads.

In most cases you need to select the bottom 5 or so vertices on the back of the neck and move them down a bit. Otherwise, there may be a gap there, which would be a problem.

Export your finished product.

8. Once you have all four files (GMDC, GMND, SHPE and CRES) and your new mesh file, you can create the new package file containing your mesh.

Open SimPE. Create a new package. Add your four extracted files to the package. Click on the GMDC file. You will replace this file with your new mesh. But first you should copy the name. Then replace it. Correct the name so that it is EXACTLY what it was before the import.

9. Fix integrity. You can do this by going (at the top) to Tools –> Object Tools –> Fix Integrity.

Here I give my new mesh a name. Under ModelName I always type my name, followed by the age, and then the name of the mesh. For my mature willow weave I used Djafwillow. You can put whatever you want inside I guess but make sure your name is on it. I usually phrase it to be the same as the name of the actual mesh itself. Click Refresh and then Okay.

10. I save all my meshes in one format. To do like I did, you would save your mesh as MESH_YourNameAgeNameDate.

And an example of that is my adult Willow Mesh. I saved it as MESH_djafWillow122405.

You don’t have to specify the age, but I always do because most of my stitches are for more than one age group.

Save this in your Downloads folder.

11. While still in your net package file, export your new .cres and .shpe files. I usually store them as AgeNameFileType. (Example: afWillowshpe or afWillowcres) It doesn’t matter what you call these as long as you know what they are. I keep them all in a folder so if I decide to apply the mesh to a different hair pack I don’t have to go back to the mesh pack to get them.

12. The fun part: attaching your mesh to the body wrap.

Open the package you created in the body shop. It is located in the SavedSims folder. Add the CRES and SHPE files that you extracted from your new mesh to this package.

In the resource tree, click 3D ID reference file.

If you don’t have extensions, there are 6 files. If you have extensions, there will be 7. These are usually in order of descending age group. The first would be toddler, second child, third teenager, fourth adult and fifth elder. For expansion packs, the order is the same except that Young Adult comes between Teens and Adults. I’m not sure what the last one is, but you don’t edit it, so leave it alone.

Click the age group that corresponds to the mesh you created. As I said, the adult web works for young adults, adults AND elders, so you’ll need to edit those as well.

Sometimes the 3D ID files are out of order, so make sure the adult and older (and young adult) age groups have the same resource node and shape numbers before going in and editing them.

Click Packages. A PackageSelectorForm appears. Locate the resource node and the shape you added and drag them into the 3D ID editor. Delete the resource node and shpe which are already in it and are at the top. Instead, move your CRES and SHPE up. The resource node must always be at the top.

Go back and delete the files you added to the package. SAVE UP!

Close.

14. You’re done!! Well done! I hope you like your new mesh! Open Bodyshop or the game and look for bugs or things you want to change. Well done!

I hope it helps! Good luck everyone!!

KnightSkyKyte:

Thanks for this tutorial Dave.

I’ve wanted to make hairnets for male Sims for a long time.

But I always got distracted and instead made some clothing meshes (which were easy but still very time consuming since I only moved the vertices a little bit) and a lot of skinning (mostly clothing and genetic skins). for male sims.

Seeing your tutorial here… I’m considering going back and actually doing what I originally wanted to do (male hair stitches – there are too few out there). I was just being lazy because meshing the hair looks like a lot more work!

Cheers,

Knightskykyte

djmur91:

That’s great to know. Many Thanks.

trecool999:

Thank you thank you thank you! :D:D

manually:

I don’t speak English… Can I speak Italian?

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Hair conversion tutorial from The Sims 4 to The Sims 2

This tutorial was written under the impression that you already know how to do many basic things in Milkshape… or at least have the program installed.

Download Sims 2 Body Bases

Download Sims 2 Mesh References

Check out the video I made if you need more explanation 🙂

PREMILK MOLD

With the Sims 4 mesh you selected, go to the Mesh category and click Export Mesh.

While the mesh is being exported, you can extract one of the textures under the texture category.

Open your mesh in Blender, click the eye icon next to all mesh groups and uncheck them all.

Click through the mesh groups and find the one that is the full mesh and not a hat chop.

Then click the triangle next to the mesh group to highlight it and go to FILE < EXPORT < Wavefront (.obj) and select the options in the image below MILK MOLD Import your Sims 2 Base Head and Scalp Mesh ( FILE < IMPORT < Sims 2 Unimesh Import ) ) When asked if you want to create Blend Groups? Choose no. ?” Select When asked "Some skin weights are not 100%? Would you like these corrected?” Select Yes. (FROM RENTED-SPACE'S TUTORIAL -> TIP: If you’re greeted by a blue blob mess, go to File->Preferences->Misc->Joint Size: 0.011000).

Import the obj file you just got from Blender ( FILE < IMPORT < Wavefront OBJ ) ) Double click on the imported mesh, then right click on one of the POV windows and choose Frame Selection. (Do this for all your windows Honest). BEFORE APPLYING THE TEXTURE, YOU MUST CHANGE THE SIZE TO 1024 X 1024 (or another size that Sims 2 uses, but 1024 X 1024 is the most common). Go to Materials. There should already be one. Select it and then select your (resized) texture. Also, right-click and select "Textured" under the first selection if your texture isn't showing). Your mesh will/probably will look messed up. Click WINDOW < TEXTURE COORDINATOR EDITOR. Click the drop-down menu and go to your group's name. Go to Scale and set the x-factor to 2 and then click the S next to it. (If it still doesn't look right, click Move and move it a little if necessary). Exit the Texture Coordinator window. Move and scale your mesh to fit over the scalp. When scaling my meshes, I always use the numbers 0.99 and 1.01 You can press the spacebar to display a full-screen view of the currently selected window. With your mesh still selected, go to Joints and click Draw Vertices With Bone Colors. Your face and scalp should turn purple, However, your unassigned mesh will be white (or lighter if you still have the texture on it). Scroll all the way up the joint list until you reach Head, select it and click Assign. All of your groups should now be purple. Delete the face group. Under the hair group, click Comment and copy the text into the window. Orrrrrr just copy that from here. Model name: hair_alpha5 Opacity: 5 HasTangentArray: NumSkinWgts: 3 Change the name from Default to hair_alpha5. Open Hair_alpha5's comments and paste the text of hair and change the model name to hair_alpha5, the opacity to 5 and the NumSkinWgts to 3 (or paste the text above :)) Import your Sims 2 Base Head and Scalp Mesh (FILE < EXPORT < Sims 2 Unimesh Export) SIMPLE THINGS Open the Adult Hair Mesh file from my Mesh Ref pack. Select all groups in the file, clone, delete and save. Go to OBJECT TOOLS < FIX INTERGRITY and rename it whatever you want. (idr why I called the line that) Select the GMDC group. Copy the renamed group name. Right-click the GMDC group and click Replace. Go to the Unimesh file you created and select it. Right-click the GMDC group and click Replace. Another pop-up window will appear saying so-and-so has been replaced. Update and make changes? Click Yes. Replace the new name in the file line with the one you copied. Once that is done, click on "Fix TGI" and then confirm. Go to the body shop and create your recolor file. I recommend using a different Sims 4 conversion as they usually already have 2 groups. Open the recolor file. Replace the textures with the one you created. Then click the Instance tab to rearrange the files in a numbered order. The order of numbers correlates with the age stages of your hair YA/ADULT/ELDER uses the same mesh and is typically 0x00000004, 0x00000005, and 0x00000006. Once you know the appropriate 3D ID reference, highlight it, then click Tools -> PJSE -> Body Mesh Tool -> Linking Stage and select the appropriate Age Mesh.

Do it for everyone.

Then save!

Open Bodyshop and look under Custom Hair and your web should be there 🙂

I hope this tutorial is helpful. If you need further help, please feel free to contact me.

Thanks to the Rented-Space tutorial, which I copied a lot of SIMPE stuff from.

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