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Old 10th Dec 2012, 3:22 PM #26
CmarNYC
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Quote:
Originally Posted by omegastarr82
Hi Cmar, I'm not sure if it's working as intended or not, but I ran into a hiccup with wso match morph. I deleted and moved around some things and the match morph tool only updated what was deleted, it didn't move what I moved to where I moved it in the morphs. I hope that makes sense.


The tool is meant to update the morphs to match the base in terms of added/removed vertices only. I just tested with removing verts in the base, moving some verts in the base, and moving some verts in one of the morphs. The result has the removed base verts also removed from the morphs but nothing else changed. I think you mean that the verts that were moved in the base were not also moved in the morphs? That's not what the tool is meant to do.

If you want to update WSO morphs to reflect moved vertices in the base, use Wes's Morph Mangle tool in Milkshape. Just duplicate the base meshgroup, rename it Reference, and run Vertex / Q-Mesh Morph Mangle. (Download in case you don't have it: http://www6.modthesims.info/showthr...684#post2975684) It's handier since you're already in Milkshape and can see what the result looks like.

If there's a need for this as part of Toolkit I can add it to the list of upcoming features/improvements, but it seems redundant with Wes's tool available.
Old 10th Dec 2012, 4:50 PM #27
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Cool, I've forgotten about that one, will do.
Old 21st Jan 2013, 12:19 PM #28
BloomsBase
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i am still having trouble with the WSO autoboneassigne tool.
Made a edit on the af body swimsuit_plunge, making just one mesh without morphs to start with.
When satisfied i tried to boneassigne it with the original af body swimsuit_plunge as reference but it goes all wrong.

After reopening the mesh in Milkshape it has thigh assignements all over the place.

The reference mesh also has thigh assignements as 4th boneassignement but without any weight on the vertice.
My new mesh has 1 to 2 % thigh assignements to all vertice


edit,
And there is another minor thing, not sure if it is Toolkit or TSRW.
But when having both programs open and generating morphs with Toolkit WSO tools makes TSRW crash when i go back to it..
If i close Toolkit before going back all is fine tho.
Last edited by BloomsBase : 22nd Jan 2013 at 10:17 AM.
Old 23rd Jan 2013, 5:58 AM #29
omegastarr82
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When using the auto assign bones for GEOMs with the "replace only empty bone assignments" ticked it throws out the "unhandled exception has occurred in your game" error.
Old 23rd Jan 2013, 1:14 PM #30
CmarNYC
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@Bloom: Thanks for tracking down and reporting this issue - I'll work on it for the upcoming new version.

@Omega: Could you upload the mesh you're having this problem with?
Old 23rd Jan 2013, 5:50 PM #31
omegastarr82
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Quote:
Originally Posted by CmarNYC

@Omega: Could you upload the mesh you're having this problem with?


Sure thing. I want to say this has happened to me before, but I can't say for certain. The donebasmesh is the mesh that needs the bones assigned and the fullbody mesh is what I'm using for the reference.
Download - please read all instructions before downloading any files!
File Type: 7z meshes.7z (156.3 KB, 5 downloads) - View custom content
Last edited by omegastarr82 : 23rd Jan 2013 at 7:33 PM.
Old 23rd Jan 2013, 6:55 PM #32
CmarNYC
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Did you forget the attachment?
Old 23rd Jan 2013, 7:33 PM #33
omegastarr82
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Yes I did
Old 23rd Jan 2013, 9:41 PM #34
BloomsBase
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strange, Toolkit assigned the donebasemesh correct on my comp.
had interpolation ticked and replacing all boneassignements.
Old 23rd Jan 2013, 10:19 PM #35
CmarNYC
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Got the same error with 'replace only empty'. I'll look into it!
Old 24th Jan 2013, 5:51 AM #36
BloomsBase
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me too, srry...didn't read the post very well...
Old 31st Jan 2013, 12:25 PM #37
CmarNYC
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Been neglecting this... The error in 'assign only empty' is a data error - a vertex assigned to a bone that doesn't exist. I'll put something in to catch that error. Still have to look at the TSRW problems.
Old 31st Jan 2013, 12:45 PM #38
BloomsBase
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i am afraid the problem with WSO is due the plugin...not much you can do about it i guess...
I like working with TSRW but with frenkensteining and reassigning i now tmp switch back to GEOM for the boneassignements.
When done i convert to WSO and redo the morphs, no errors then.
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