#4
2nd Dec 2010 at 12:33 AM
Last edited by BloomsBase : 2nd Dec 2010 at
12:46 AM.
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Already discussed many times, you simply should not combine meshes(especially the morphs) into one.
Some morphs have indeed more or less vertices then the base mesh, its how EA build the meshes.
The moment you try to splitup those morphs its data gets screwed.
Wes H knew this when he made the GEOM im/exporter for
CTU and build in some kind of check so that it refuses to export when the data is messed up.
With TSRW's WSO exporter you will be able to export frenkensteined meshes but most of them will deforme when ingame/CAS.
The best way and the only way(in my opinion) is to use a 2 group fullbodyoutfit and load both parts you want to combine in them and set it to toponly.
Believe me when i say i was frustrated trying so many times, it is possible with sims 2 meshes then why not with sims 3 meshes?
If you still want to create one mesh(one meshgroup) there is just one solution, duplicate your combined base mesh and make 4 new morphs out of it.
Edit,
the error your getting might be related to the meshgroup comments.
If you made the morph as ms3d file there was prolly a skeleton there.
Since you can not export a morph by itself(need to do this in combination with the base mesh) you prolly saved it as base mesh wich contains the bone data etc.
-You might want to try to export your morph as obj file(it will kill all data, like a skeleton and boneassignements)
-Start new and import the base mesh with the GEOM plugin
-Import the morph obj file
-Fix the names and comments
-Use the autonum tool
-then export both.
-If the autonum tool still gives a error you better start over...