View Full Version : Exporting the Fluffy Version Cat Morph?
29th Dec 2011, 06:15 PM
I have been looking for the fluffy version cat morph so I can work on some accessories. The problem I'm having is that I can't find it. I have the default Create a Pet morph, but I cannot find the fluffy morphs. Does anyone know where I can find them, or would be able to send them to me? Thank you so much in advance! :bunny:
29th Dec 2011, 07:18 PM
I found what looks like it - morph geoms in C:\Program Files (x86)\Electronic Arts\The Sims 3 Pets\GameData\Shared\Packages\FullBuild0_p10.package:
etc., etc. - there's a whole list for the rear and tail and so on. Hope that's what you're looking for.
29th Dec 2011, 09:35 PM
I exported them and tried to get them in milkshape, but it said that I had incorrect vertexes. I am not exactly sure what that means.
29th Dec 2011, 10:44 PM
Normally you'd import the base cat body mesh first and then import the morph on top of it. Morphs aren't complete meshes; they're differences from the base mesh and have to be loaded on the base mesh. The morph meshes don't seem to match the bases for the cat in number of vertices, though, and the MS import plugin gives you that error because the vertices aren't the same for base and morphs. I'm not sure what's going on with this - whether there's another set of fur base meshes somewhere or if the morphs are for a combination of base meshes maybe? Unless someone else knows, I'll take a better look tomorrow and see if I can figure it out.
30th Dec 2011, 12:34 AM
Thank you so much! It's been driving me crazy trying to get this figured out.
30th Dec 2011, 09:38 PM
What I've found so far is that the Fluff(whatever)_0 meshes are for the main body and front meshes combined, but the vertex lists don't match up to the morph mesh when I regroup those two meshes. The Fluff_1 morphs are for the head, but something there doesn't match either.
The import/export plugins need updating for Pets. There's a lot of bones the current plugins don't recognize, and the meshes aren't being exported in the same format as the originals. (The Pet meshes seem to have two sets of UV coordinates instead of the usual UV and tagval.)
What I can do is work on software to take the base meshes and the morphs and create a new mesh you could use as a model - that's simple enough and shouldn't take more than a couple of days. I have to look deeper into how morphing is different (if it is) in Pets. Also I can't find the tails so far. :D
31st Dec 2011, 02:33 AM
Thank you so much CamarNYC! *hugs*
If there is anyway I can help with the software, just let me know. :bunny: You are a real life savor for my fluffier cats.
1st Jan 2012, 08:09 PM
Glad to help! As you probably saw, there are several cat fluffy morphs, and they're different in the degree and placement of fluffiness. There's a Collar version for each one too, with the fur flattened around the neck where the collar would go. See below for a pic of the complete cat base mesh and the 'plain' fluffy morph and plain collar fluffy morph. I've attached a zip with the complete cat base mesh and all the fluff morphs as complete meshes you can import into Milkshape without having to import on top of a base. There's a couple of odd things - the plain fluffy tail seems to have messed-up normals, and there's a small seam around the neck of one of the others, but otherwise they seem accurate. These meshes and morphs have been done in a different way from the previous human sim meshes, so quite possibly there's things going on I don't understand.
These should be used as models only, since they're not in the new format of the Pets meshes.
1st Jan 2012, 08:40 PM
Aren't they using the same method as the face(and facemorphs)? :)
1st Jan 2012, 11:10 PM
Not exactly - the fluff and long hair (maybe more) are geom morphs like some of the face morphs. The thing is that a) the base meshes are a different format with the vertices having two sets of UV coordinates, and b) the morph meshes don't match the base meshes - slight differences in number of vertices so they don't import using Wes's plugin.
1st Jan 2012, 11:51 PM
but you didn't upload any morphs?
Those all are basemeshes if you look at the comments?
I did compare a few but they all have identical vertice and faces, not?
The morphing is more done like the faces i think, not like the clothing GEOMS
Maybe like the sims 2, calling the morph itself instead of morphing the basemesh.
2nd Jan 2012, 12:46 AM
If you look back at the conversation, the morphs can't be imported in Milkshape. I adapted my MeshTools software to take the base and morph meshes and match up the verts by ID number, and write out a new 'base' morph which is actually the morphed form. The way the meshes are in the Pets FullBuild0, there's one fluffy morph mesh that applies to both the main body and front/chest base meshes (but won't import over them separately or together), another that applies to the head (but won't import), and a third for the tail (still won't import). Probably the MorphMatch function could give you morph meshes that would work, but it seemed more useful to Birdyfly to just put all the pieces of the cat together and make them all complete meshes, since he/she is trying to fit an accessory onto the fluffy morph shape.
2nd Jan 2012, 05:11 AM
Thank you so much! -Hugs-
You have no idea how happy I am to get the fluffy morphs as well. :bunny: You have no idea how grateful I am.
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