How can I create body meshes for the sims?
Many people
would like to explore the world of meshing but while the question is simple, the
answer is much more complex. That is why I have decided to lay out these
guidelines to anyone brave enough to attempt it.
I have no intention of presenting a technical illustration, nor is this a tutorial. There are other sites, such as the Sims Skins Tutorial, that provide this kind of help. This document is to be used only as guide in the world of creating Sims. Where needed, I will refer you to other sites.
How is a Sim built?
Basically there are
only two types of Sims: children and adults. Both have their own dimensions.
Furthermore each Sim consists of body parts similar to those of humans: legs,
arms, neck and spine. The dimensions of the Sims and how the body parts are
connected to each other are defined in the bone structure. At this point, we
only have to keep in mind that these dimensions are used in the game while
interacting with other Sims or Objects.
Around the bone structure a three dimensional model is created. This model is called the mesh and represents the actual shapes of a Sim. There are three different types of meshes: heads, bodies and hands. This separation is necessary to make it possible to exchange heads and bodies in the game. Each type of outfit like a dress, skirt, trousers or swimsuit has its own mesh. This guide will only deal with body meshes.
To give the Sim its final look, there is a picture projected on the mesh. This picture is called a skin or texture. Although making of skins is not part of this guide it is very important not to forget about them. Since we will make new meshes it is possible we have to define a new skin layout or texture. This is because not only will the mesh define the shape of the skin but also how the texture is projected on the mesh.
For a more detailed and technical description of how Sims are built visit the Sims Workshop.
What are the tools?
There isn't one
particular tool that can be used to create meshes. To get a new working Sim you
will need a combination of tools. I recommend downloading all of them when you
want to create meshes.
Can I create my own original
mesh?
Okay, here is the bad news: NO, you can’t create your own
original mesh at this moment. Well you might if you were a real 3D wizard. But,
there are no tools available yet for creating Sim meshes from scratch. You can,
however, modify existing body meshes. This will leave you possibilities enough
to create almost any body mesh you want. You just need to have some creativity
skills.
Okay, How do I modify a mesh?
First
decide what your new mesh must look like. Then search for a Sim that looks the
most like your new mesh. You should use this one as a basis for your new mesh.
Go to the Maxis\The Sims\Gamedata\Skins folder on your hard drive and look for
this particular Sim. The key to the mesh is the code given by the first nine
characters of the skin, for instance B001FAFIT…..BMP. Now, look in the same
directory and see if you can find the correct body mesh. According to the
example this will start with XSKIN-B001FAFIT……SKN.
If you can’t find the correct BMP or SKN file, you have to use Faredit to extract the mesh from the original gamefiles. Search for the code by opening Maxis\The Sims\Gamedata\Textures\textures.far in Faredit. Then search for the mesh by opening Maxis\TheSims\Gamedata\Animation\animation.far.
When you have found the SKN file you want to modify you will copy this file in a separate folder. If you have extracted the file from the game with Faredit, you must convert the BMF file to SKN first. To do this just drag and drop the BMF file on the Bmf2Skn program. Bmf2Skn will create the SKN file in the same directory where the BMF file is located. You can now delete the BMF file since it is no longer needed.
The SKN file contains all data needed to represent the 3D
model of the Sim. Basically a 3D model consists of a collection of points
connected by lines. The points are called vertices. Each vertex has three
coordinates, which defines its distance to a particular point called origin. The
lines, which connect the vertices with each other, are the wire frame. A
triangle of
three connected vertices is called a face. The faces are the
actual surface of the mesh on which the texture will be displayed. At this point
it is not necessary to understand the technical details on 3D models. More
information can be found at the Sims
Workshop.
Why do we have to use Skn2Obj?
Although
the SKN file contains all the 3D information, the SKN file is not a known format
for 3D modeling programs. With the Skn2Obj we can convert the SKN format to the
more common OBJ format. As far as I know there isn't any other converter
available yet. To create an OBJ file start the Skn2Obj program, choose file
open, load the SKN file and save it as SPJ file. Now three files will be
created. The SPJ file, a MTL file and the OBJ file.
One funny thing happens with the conversion. Body models of children will be stretched. Don't worry it will unstretch when it is reconverted back to SKN file after the proces. Same goes for the bended toes.
Now open your 3D modeler and import the OBJ file into your program. You can edit the mesh by moving the vertices around. There are only a few rules to keep in mind:
When you are done editing export the mesh to OBJ again. Since a lot of editors use MilkShape it is important to know that an earlier version of MilkShape has a bug: It will name the file 3DS in stead of OBJ. However you only have to rename the 3DS to OBJ to solve this problem.
Why can’t I convert back to SKN
properly?
Now that we have done our editing on the mesh we are ready
to convert the OBJ back to SKN. Most of the problems editors experienced
occurred in this step. Although it is mentioned in the tutorial of Skn2Obj by
The Sims Workshoop, the correct procedure is
apparently not very clear. DO NOT try to convert the OBJ by choosing "Import
OBJ". Instead, make sure the new OBJ file replaces the old OBJ file by having
the same filename. Remember that we have created a SPJ file? Now this file
contains all information for a correct conversion and placing the vertices in
the correct body part. All we have to do is to choose file and open to load the
SPJ file, when done, save as SKN file.
Congratulations! You are done, now you have created a new bodymesh. However, there are still a few things to keep in mind:
What can we do with BodyWarp?
BodyWarp
was originally created to resize heads created by FaceLift Gold but it has
developed some other interesting features. You will always preview your new body
mesh with BodyWarp, create a totally BLACK BMP file and load this file as
texture on your mesh. Now use your mouse to rotate the body around and look at
it carefully. Due to an imperfection of the original body mesh it is possible
there will be holes in your new mesh. You can recognize them when you see the
background instead of the black body. When you have found a hole you can toggle
the texture on and off to see where in the body mesh this hole is located. You
have to use your 3D modeling program to correct the holes, however do not weld
the vertices because this will change the amount.
Another feature in version 4 and higher, that you might be interested in is "Split Faces". Performing this split before using Skn2Obj to create the OBJ file will give you more vertices to move around when editing the mesh. But be very careful, because this might create holes anywhere in your mesh. I think this is to blame for the imperfections of the original SKN file rather than a bug in Bodywarp. However with this in mind splitting faces can be very useful.
Speaking of Bodywarp, when you only have to relocate, resize or rotate some body parts to create the mesh you want you don’t need to convert the SKN file or do some 3D editing. Finally BodyWarp can create the necessary CMX files for you. CMX files are needed to read your SKN files in the game. Although they are very important, CMX files are not within the scope of this guide. Check the following link for more information.
What is the "Import OBJ" in Skn2Obj?
In
Skn2Obj we have the option to import OBJ files. In this guide we didn't use this
feature to convert OBJ files to SKN because this feature is only used when we
want to attach objects to the body mesh. A very famous object is the wings of
the fairies that are connected to the spines of a mesh. So only use this feature
when you want to add objects to a mesh. Remember to adjust the CMX file when
using this feature.
How to fix the texture files?
When you
have modified a mesh it is likely that the original skin or texture won,t fit
anymore. In most 3D modelers you can adjust the texture layout to fit them to
your mesh again. In the Sims, textures are 256 colored bitmaps of 256x256
pixels. When moving vertices around you might have to adjust the texture map as
well. When creating objects to attach to your mesh UVMapper might be
useful.
Is testing necessary?
If anything in
this process went wrong it is likely that your game will crash, so testing is
really necessary. In general you can use SimShow to test your creations. When
you don’t keep in mind the applicable naming conventions and use correct CMX
files, SimShow will crash. When it does, it is probably a naming convention
problem. Open the files in a text editor and make sure all filenames are
correct. Keep in mind, when your mesh is working in SimShow, it is likely
working within the game. Now import the mesh into the game.