![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png) serenity_fall
serenity_fallSeeing as there is little to none about converting clothes, I decided to make this tutorial. This is a simple compilation of tips and tricks I’ve learned while converting clothes for The Sims 3 to The Sims 2 – keep in mind this is the way I do it, you are free to go about this any way you want, but I hope this helps. :)
A few things that will be covered in this tutorial:
- Converting TS3 clothing meshes to TS2
- Add morphs
- Adding groups to a file
Some things you will need:
- s3pe, which can be downloaded here: http://www.den.simlogical.com/denforum/index.php?board=19.0
- Cmar’s Meshing Toolkit: https://www.modthesims.info/download.php?t=481950
- Milkshape 1.8.5 (Note that WesH’s GEOM plug-ins: http://www.modthesims.info/showthread.php?t=357403 will not work in older versions!)
- TRWS plugins: http://www.thesimsresource.com/resources/view/category/creating-sims3-meshing/id/95/
- Possibly Delphy’s Multi-package extractor (only if you’re working with sims3packs and not .package files)
- Photoshop or any other advanced paint program.

The mesh I will be converting in this tutorial will be this one: the completely classic women’s suit from the fifth avenue set.
  

First download the file you need to your computer – you can either download the sets from here: http://freesims3.tumblr.com/ which is slowly uploading all the sims 3 store items (read their FAQ!), or from moreawesomethanyou in this thread: http://www.moreawesomethanyou.com/smf/index.php/topic,15100.0.html
I usually get my files from freesims3.tumblr because the files are already in .package files and I find that thread in MATY to be too disorganized (and the files are sims3packs). Once you have the file, go ahead and open it up using s3pe.

Once  you're in s3pe look for the "GEOM" files - you'll notice that there's  quite a few of them, but not all of them are the actual mesh. Some of  them are morphs which will show up empty in milkshape without the real  mesh. To tell them apart, look at the window on the right; you'll see a  string of numbers and letters pop up when you click on the GEOM. Look  for the GEOMs that say “Shader: 0xXXXXXXX SimSkin”   – this is your mesh. There should be at least 3 GEOMs that say this (if  there's more, extract those as well - they could be "chunks" of the  mesh that have be separated from the mesh for some reason...)
 

Once  you’ve found the three meshes with SimSkin, right-click or go to  “Resource” -> export to file and save in a location you’ll remember. 
Why  are there three GEOMs? TS3 meshes are divided into three levels of  detail: High, Mid and Low. We want the high detail mesh for better  quality. Some store meshes are already labelled (LOD0 I believe is the  high detail), but some aren't. A way to tell which extract GEOM is the  high detail is to open your work folder, right-click -> Sort By  -> Size. The largest file is the high detail GEOM - the rest you can  delete.
*HOWEVER - in the case you had more than three GEOMs, you'll have to check in Milkshape for the missing pieces.
 

After  you extract the GEOMs, look for a gray texture in s3pe, and export it  the same way you did the GEOM. Another image file I suggest exporting is  the masking layer; it usually shows up in s3pe as a red colour block.  Why this one? Because it has alphas that specifically mask parts of the  mesh for texturing purposes; it's a little easier to separate parts of  the mesh for texturing if there's already blocks there for you to use.
Once  you have all the files you need, close down s3pe and open up milkshape.  Click on “File -> Import -> Q-Mesh Sims 3 GEOM Importer” and  location the GEOMs you just extracted. 
If  you get a message saying "Unable to locate bone file Default Skeleton  used", just click “Okay” and it will proceed as normal. Once the mesh is  loaded, go the groups tab and rename the mesh to "group_base" - if you  have multiple groups, make sure to "regroup" into one group and renaming  it "group_base" before exporting - Cmar's toolkit doesn't like more  than one group.
Before  exporting the mesh, we need to adjust the arms so that they match up  with the TS2 skeleton. Go under the “Joints” tab and check “Show  Skeleton” and a blue skeleton should appear (TIP: if you're greeted by a blue blob mess, go to File-> Preferences -> Misc -> Joint Size: 0.011000). 
Hit  the “Anim” button at the bottom of the screen of the right side and the  vertices should disappear. Hit the “Model” tab and “Select” ->  Select option “Joint”. Select the shoulder joint and click on the rotate  button.
Set the rotate option to “User point” and type in “45” in the “Z” box and hit the “Rotate” button.
Set the Z back to 0 (or click on it to “uncheck”), and type in "-6" or “-6.5” in the “Y” box and click rotate.
Next  click on the elbow joint and type “-3.5” in the “Y” box and click  rotate. Do the same for the other side, but using the numbers opposite  of the above (Z = -45, Y= 6.5, 3.5); it should look something like this:
 
To  make the new rotations stick once you click out of anim mode, go to  “Animate -> RotateAll” and click okay. The skeleton will jump back to  its original position, but the arms will stay in place.
  Click the Anim button again to stop animation mode and then export your   file as a “TSRW Object” and save it under a name you’ll easily   recognize (ie: Classic Womens Suit) into your work folder.

Now we need to make a reference mesh – I would highly recommend using the Sims2Default Database (http://sims2defaults.dreamwidth.org/)  as a guide when trying to match the right mesh to use a reference. You  can also use custom meshes if you know the name of the mesh you’re  looking. The closer to the shape of the TS3 mesh you can get, the better  the assignment of bones will be. The dress I will be using as reference  will be the “Suit” from the base game:
Rather  than wait a billion years for bodyshop to open and clone a copy, I use  SimPE's "Finder" tab -> NameMap Search and use the names from the  database to look for what I need. It's faster and we really only need  the GMDC mesh and nothing else at this point (if you're using a custom  mesh, open it in SimPE and extract the GMDC). Once you've located your  reference mesh, extracted it to the same place as your work folder and  give it a descriptive name you'll remember (ie: afbodysuit-mesh or TS2  Reference mesh).
Import  your reference mesh into milkshape; if you get these messages, click  “yes” to both if you plan to use Cmar's toolkit to make morphs. If you  plan to do your own morphs by hand, click "no" to "Create blend groups?"
Go  to the groups tab and rename “body” to “group_base” and “~00MORPHMOD.1”  to “group_fat” (and if the mesh has a pregnant morph “~00MORPHMOD.2” to  “group_special”), and export it as a “TSRW object” file. Make sure to  name it “Reference Mesh” or something that is clear so you don’t mix the  meshes up.
 Open  up Cmar’s Mesh Toolkit and hit the “Auto Tools for WSO”; select the  file you wish to modify in the first line and then your reference mesh  in the second line. This will automatically assign the bones for you and  it will prompt you to save the new file. Name it something that will  distinct it from the old file and save.
Start a new in milkshape and import your reference mesh first as a unimesh;  this will lay down the skeleton base we need, then import the new TSRW  file you made with Cmar’s tool. And now we have our mesh will full bone  assignments and everything; there is one problem though…
 
When  you hit the anim button, you’ll notice that a lot of the vertices  will  “jump” down – Cmar’s tool has a slight kink that assigns a majority  of  the vertices to the “auskel”, which can mess up animations majorly. To  fix this - go to the "Joints" tab and scroll up the list of joints till  you find the "auskel" bone. Double click it and then rename it to  anything.
 
Once  you've done that, export it as a “Half-life SMD” (it should be the  first one at the very top). Make sure you have these settings checked  and click okay (name it something you’ll remember, or add “fix” on the  end):
Start a new in Milkshape and import a TS2 nude body first (in this case, adult females); you can download TS2 body bases here.  Click "Yes" to both pop-ups; again, this lays down the TS2 skeleton and  joints as foundations. After that, import your TS3 mesh as a "Half-life  SMD" and uncheck "rename bones" and hit "OK".
 
And  volia~ The vertices should no longer be assigned the auskel bone and  shouldn't jump when you hit the anim button. Now for the tedious part -  fitting the mesh over the TS2 nude base. This requires a little more  know-how and comfort in Milkshape and it's tools. TS3 bodies are a  little different from TS2, so some scaling/moving and adjust may be  required if you want to keep true to the TS2 shapes; but if you don't  mind the little extra hips on females you can leave it be.
 
Hide  the TS2 meshes (if you’ve imported the morphs as well, like I’ve done,  but I will explain why I did that later), and double-click the mesh to  select it. Go to the “Materials” tab and click on the “default.bmp” that  will be there and replace it with the texture we extracted earlier. It  will show up automatically on the mesh (and make it easier to see where  the skin and cloth meet).
Now  carefully delete the vertices of the skin on the TS3 mesh (arms,  neckline, legs, etc) until you have something that looks like this:
Unhide the afBody and double-click to select it, hit “Ctrl+D” to duplicate it – you always want to have a back up of this, because if you mess up or the vertices don’t sit right you’ll have to re-import it again since undo can only go so far.

You'll  notice that the neck on the TS3 mesh is a little higher and wider then  TS2. Select the vertices around the neck and scale it/move it to fit  better around the neck. Remember, the top vertices of the TS2 neck can  not be moved or altered in any way, since it connects to the head and  will look mis-matched if you mess with it. (For meshes like turtlenecks  or high-collars, you'll just have to combine two vertices of TS3 mesh to  line up with the top of the TS2 neck.)
Now is the tedious part -  lining up the vertices of the two meshes together. This part is mostly  guess-work and it's really up to your judgement where the best alignment  is. Use the "Unimesh Vertex Data Merge" when snapping the vertices  together - this will also transfer the bone weight data to the vertices,  avoiding potential gaps. 
(TIP: Vertex Data Merge will snap to  whichever mesh is on top in the groups list: ie - Mesh A is above Mesh B  in the groups list, therefore vertices of Mesh B will always snap to  the vertices of Mesh A).
Another  tip - if you don't want to combine vertices on the TS3 mesh (because it  doesn't look great, or because you don't want to deal with mapping  issues), you can use the "Divide Edge" (ctrl+p) to create a new vertex  between two vertices on the TS2 mesh. However you need to be sure only  two vertices are selected, or it'll complain at you (TIP: some  vertices overlap on TS2 meshes, which can make it really difficult to  follow that "two vertices only!!" rule; you can use the "Extended Manual Edit"  to unselect the extra vertex. Open up the edit, then right-click on the  vertex you don't need [again, guess work] and an "A" will pop up in the  "State" row).
Finish up lining up/adjusting the arms and legs till all the gaps are closed. The end result should look something like this:
Now  you can add any shoe you want - I'm just adding some simple pumps for  this dress. Rename the TS3 mesh to anything you like; "dress", "Body2",  etc - anything that sets it apart from the TS2 nude base. Why? Because  TS3 meshes are mapped very differently from TS2 and it's much easier to  give its own group than to fuss with making a new UV map. Be sure to  give the mesh the appropriate comments as well, it will mess itself up  or not show up at all.
 

And  now for the morphs - if you prefer to do it by hand, simply duplicate  the TS3 mesh and use the TS2 morphs as a guiding base. Be sure to give  the morphs their appropriate names and comments as well. However, if you  prefer to use Cmar's toolkit, you'll need to do the following.
First  save what you have so far in milkshape; then delete all the TS2 groups  (including the body with the shoes) till only your TS3 mesh if left.  Rename it to "group_base" once again and export it as a "TSRW Object"  again.
Now, remember earlier in the tutorial, when we imported the reference mesh we named it and it's morphs as such:
- group_base
- group_fat
- group_special

Open  up the saved Milkshape file we did earlier (it should have - your TS2  mesh + shoes, the TS2 morphs and the TS3 mesh) and then import the new  morphs as a "TSRW Object" and volia~ It should have all the morphs of  the reference. Sometimes you may get "black spots" on the meshes when  you export a TS3 mesh; I believe it has something to do with the unimesh  plugin not liking overlapping faces/vertices which, unfortunately, TS3  does a loooot. I have a tutorial here on how to work around this.
 
Anyways  - you can delete the "group_base" since it'll be a duplicate of the TS3  mesh, give everything it's proper name and comments, delete the TS2  morphs and volia~ All done (save again for just in case). Once  everything is in working order, you can finally export the mesh with the  "Sims2 UniMesh Exporter". Save it the work folder with a name you'll  remember (ie: 3t2-afbodyClassicSuit_MESH or so).
Now we’re ready to get this mesh into bodyshop. Open up bodyshop, pick a full-body female adult clothing, export it, name it something like “AFBase” and re-import it back into bodyshop. Close bodyshop and go to your SavedSims folder; click -> sort by date modified and it should be the first one. Cut and paste it into your work folder and open up SimPE.

Make  a new file in SimPE, then click “Tools -> PJSE -> Body Mesh Tool  -> Extracting Stage” and click on your new base. This will extract  the things we need to make a new mesh.
 

Once you’ve extracted the parts, go back to “Tools -> Object Tools -> Fix Integrity” and a window will pop-up. Name it something descriptive (ie: your name-3t2-AFOutfitName); never use underscores! This step is important – if you don’t do this, it will override the original mesh! Once you’re done, hit “Save As…” and name it “MESH_YourName_3t2_AFOutfit” or however you wish, as long as you can tell what it is. Replace the “GMDC” with your new mesh and save.

Now  to link this mesh to our base package; open up the base package in  SimPE and click on the 3D ID Referencing File (it will take a minute or  two for it to load), then click “Tools -> PJSE -> Body Mesh Tool  -> Linking Stage”. You will get two pop-ups - just click "okay" for  both and you're done.
 

In  order for the file to register our new group in our mesh, we’re going  to have to add it. Click on “Property Set” in the resource tree and it  will bring up one file in the resource list next to it; click on that  file and at the bottom, go into “plugin view” and look for  “numoverrides” – change the number from “1” to “2”.
 

Click  the next three lines underneath that and click “add”; change the number  from “0” to “1” and the text “Body” to “dress” or whatever you named  your extra group – do not touch anything else! Hit Commit for each file and then save. Drop your new mesh and modified file into your downloads folder and launch bodyshop.
 

Click  on your new mesh – it will look weird because we haven’t given it the  correct alpha yet, but first we need it to register the new group. 
 
So  click export it, and open up the project files in Photoshop or any   other advanced paint program you use; you notice that you now have two   sets of alphas and two sets of textures. One of those textures and   alphas should be labeled “dress” in the title – that is where all your   editing of the dress will be.
If  you're using Photoshop, open the texture file we extracted and go to  “Windows -> Channels”, and click on the “alpha” layer. This will  bring up the alpha; select it all (ctrl+a) and copy and paste it onto  our project file. 
Click on “RBG” to bring  up the texture, copy and paste it onto the “dress” texture file. Set  that layer to “overlay” and add a new layer underneath to add colour to  the texture. Merge all the layers together and save.
Do  the same for the “body” texture and alpha for the shoes to show up  properly, save and refresh your project in bodyshop. Check the  appropriate categories (in this case, I’m doing both casual and formal  wear), and the import it back into bodyshop and you’re done~
Oh  - one more thing I forgot to mention; some 90% of Maxis meshes have  bumpbmaps on them. What are bumpmaps? Skell explains them a bit here.  But yeah - they're pretty useless (and most cards don't even support  bumpmaps anyways \o/ ), so it's better to just delete them entirely and  save some space. Once you've deleted the bumpmap from the file, save and  you're done :)
(On a side note - some skirt animations may look  wonky sometimes, but if you can live it, okay. Otherwise that requires  tedious hours of adjusting the bones by hand in Milkshape with the joint  menu if you want smoother animations...)
 
 
Blender
20/4/14 11:55 (UTC)(I'm sorry, my english is not good, but I hope, you understand me.)
Re: Blender
20/4/14 14:34 (UTC)TS2 meshes require a special type of importer/exporter plugin that is not available in blender without an outside source. The last plugin I was aware of is from 2007 on MTS here: http://modthesims.info/download.php?t=246658 but this is not capability with blender 2.68a and I'm not sure if TS3 plugins for the newer version are capability with older ones.
Sorry if this doesn't help much :x
Re: Blender
20/4/14 18:04 (UTC)