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JuBa_0oº
13th Apr 2012, 2:23 PM
Hey there :-)

I´m trying to create my own clothes, I know how to change a logo from a shirt using TSW :lol: which is not much but well. I´ve been reading tutorials from everywhere, but they are all about milkshape!! Does anybody knows where can I find a clothing meshing tutorial for blender users?
Thanks in advance!

Whiterider
13th Apr 2012, 6:53 PM
As far as I know, there's no such thing. :) Blender isn't a great option for CAS meshing in TS3 - we do have a Blender import/export plugin, which you will find stickied at the top of this forum, and that's pretty much it. The rest you'll have to work out yourself, I'm afraid, based on MS3D tutorials (really, the processes are the same, as long as you're already comfortable with using Blender and its menu system generally).

JuBa_0oº
13th Apr 2012, 11:57 PM
As far as I know, there's no such thing. :) Blender isn't a great option for CAS meshing in TS3 - we do have a Blender import/export plugin, which you will find stickied at the top of this forum, and that's pretty much it. The rest you'll have to work out yourself, I'm afraid, based on MS3D tutorials (really, the processes are the same, as long as you're already comfortable with using Blender and its menu system generally).

Ohhh that´s sad :blink: maybe I´ll do it when I master the process :anime:
I´m learning very slowly through this vid and is hard cause it looks like the guy is using an ancient version of blender...but I´m getting there!
Here´s the link for those who might seek it in the future

http://www.youtube.com/watch?v=7TDNNXTGulY&feature=BFa&list=PLEA2EEFD505395874&lf=plpp_video

BloomsBase
14th Apr 2012, 5:01 AM
In theory it should be possible but i never tried it it....
In TSRW under Edit/project contents you find the GEOM files.
You can export those and import them in Blender with the plugins Whiterider mentioned.
Edit and export them and import them back under project contents.


Edit,
It works for the GEOMs but it doesn't for changing the Bgeo files.....
i simply tried replacing GEOMs and Bgeos from another outfit
Another thing you can try is export the complete package under project contents, hopefully(with the use of BMM) you can then update the Bgeo's properly.

JuBa_0oº
14th Apr 2012, 10:48 PM
In theory it should be possible but i never tried it it....
In TSRW under Edit/project contents you find the GEOM files.
You can export those and import them in Blender with the plugins Whiterider mentioned.
Edit and export them and import them back under project contents.


Edit,
It works for the GEOMs but it doesn't for changing the Bgeo files.....
i simply tried replacing GEOMs and Bgeos from another outfit
Another thing you can try is export the complete package under project contents, hopefully(with the use of BMM) you can then update the Bgeo's properly.

hm...I don´t know what are the Bgeos yet....
I was able to bring the geom files to blender and edit them, but when I´m exporting I get this error:
ile "C:/..... line 568, in execute self.exportfile()
File "C:/.......line 719, in exportfile
uvz = obj.data.uv_textures[0].data[n]
IndexError: bpy_prop_collection[index]: index 0 out of range, size 0
location: <unknowns location>:-1

Trying to get out of this problem now :faceslap:

JuBa_0oº
20th Apr 2012, 7:31 PM
Guys please, can´t anyone help me with the error above?

Elexis
20th Apr 2012, 9:34 PM
I'm very sorry, but I can't help you with the error you are having.
But my advice would be that you stick with MS3D - it's simple and easy to use, perfect for meshing beginners.
Also, you would still need to use MS3D to assign the bones correctly, which is one of the most important steps in making clothing.
Using blender as the staring point for clothing meshes might be too complicated, you need to learn the meshing basics first by reading some non Sims related meshing tutorials to get the basic skills you need and like I said before - MS3D is way easier to start with.

Whiterider
20th Apr 2012, 10:05 PM
I think cmo's Blender plugin does now support bone assignments, though I may be wrong.

The reason why no-one answered your question, though, is that the only person who uses Blender for any kind of CAS work is cmo - which is why there are no tutorials, and why development of the Blender plugin is so restricted; especially since cmo is a programmer, not a CAS person, so he only does Blender CAS as far as is needed to write and test the plugins.

cmomoney
20th Apr 2012, 11:33 PM
Yes, my plugin does support bone assignments. I addressed the question in the plugin thread, so there was no need to address it in this thread.

Heck, I'm not even a programmer, lol. I'm a mesher, and I don't grasp CAS creation enough to write/support a tutorial. I just wanted to make Blender available as a tool for CAS, because Blender is what brought me into sims modding.

JuBa_0oº
22nd Apr 2012, 11:58 AM
oh ok :-( thank you all for replying anyway, I´ll check MS3D like Elexis said and then I´ll see what I do. Really guys, thank you :-)