Конвертация аксессуаров ts3T2 с использованием TSRW

Тутор xenoriarose@tumblr.
Вроде бы, ссыль непосредственно на пост с тутором выглядит так, - своего "тумблера" у мя нет, и блогспота пока(?) хватает. К тому же означенный тумблер регулярно перестает открываться при малейших сетевых трабблах вроде "челябинского". Так что перепечатываю тутор целиком на всякий случай: похоже, на tumblr.com периодически что-то неугомонно переделывают. А мне может быть, когда-нибудь и пригодится. :) Когда и если ts3 обзаведусь.
I haven’t found a tutorial anywhere either, so most of it was me experimenting with different things and seeing what worked. There is an old tutorial on making accessories on MTS, but for some reason I couldn’t get the mesh to show up properly when I used Maxis glasses as the base. However, I didn’t have any problems when I used custom accessories instead. So here’s a mini-tutorial on what I’ve been doing:
  1. Open up bodyshop and find a custom accessory mesh. (I’ve been using Bunhead’s pearl necklace from the GoS advent as a base, but most likely any custom mesh will do.)

  2. Export it and reimport to the game, then close bodyshop.

  3. Open TSRW, then go to Create New Project -> New Import and find the accessory you want to convert.

  4. Click on the Meshes tab and select whichever LOD is highest, then export it as a .wso file.

  5. Go over to the texture tab and export the textures so you’ll have them for later.

  6. Close TSRW. (You can save the accessory as a workshop project at this point, but you don’t need to since you won’t be doing anything else with it.)

  7. Open Milkshape and import your .wso file, then export it again as an .obj to get rid of the TS3 bone assignments. (TSRW has an option to export directly as an .obj, which would probably have the same effect, but I’ve been doing it the longer way.)

  8. Start a new milkshape project and import a Sims 2 accessory mesh (Maxis glasses will work). Hide all groups.

  9. Import an example body for whatever age group the accessory will be for. (You probably already have the example bodies, but if not, they’re on MTS somewhere.)

  10. Import the .obj file of your accessory mesh. Select the entire group and move it around a bit so that it lines up with the Sims 2 bodies/faces. Once you have the mesh positioned where you want it, you can delete the example body.

  11. Select the group of your newly repositioned accessory and go over to the joints tab to reassign the bones. If the accessory is an earring, glasses, facial piercings, headwear, or anything else above the neck, you should assign it to the head. If it’s a choker, it can be assigned to the neck OR the spine2 joint. If it’s a necklace, you should assign it to the spine2 joint. For a bracelet, the l_wrist or r_wrist, depending on which side it’s on, is probably your best option. If you’re not sure where to assign the joints, you can import a nude mesh, check “Draw Vertices with Bone Colors”, and see where your accessory lines up.

  12. After you’ve assigned the mesh to a joint, go back over to the Groups tab. Copy the comments from the “frame” group to your new accessory’s group. Delete the original “frame” group and rename the new group to “frame”.

  13. Hide the frame group. Depending on which mesh you used as a base, there will be one or two other groups called “rim” and “lens”. Snap all of the vertices in each group together and move them to where they’ll be hidden inside the sim’s head.

  14. Save the mesh as an .ms3d and then export it as a .5gd or .simpe file. Before leaving Milkshape, reimport your file to make sure it works properly.

  15. Open SimPE and create a new package. Go to Tools -> PJSE -> Body Mesh Tool -> Extracting Stage, then click browse and select the recolor package you created earlier. A message will pop up saying multiple meshes were found and asking you if you want to import all of them. Click yes.

  16. If the recolor was on a custom mesh, there should only be one of each resource already. Right-click the GMDC and replace it with your new mesh. Then go to Object Tools and fix the integrity. Save your mesh file.

  17. Open the recolor file you made in bodyshop. There will be several 3DIRs inside. The only ones you need to replace are the ones that have six text lines in them. Use Tools -> PJSE -> Body Mesh Tool -> Linking Stage on each of them. Save the file.

  18. Open bodyshop again and find your recolor file. The thumbnail may not have changed, but it should now be linked to the new mesh. If it’s still showing the original mesh, try exporting it, and it should change to the mesh you made. Now all you need to do is recolor it and test in game.
Hopefully that was at least somewhat helpful! I’ve converted about twenty things so far using this method and haven’t had problems with any of them. Bunhead’s necklace was the base recolor package for all of them, so I’d recommend using it as your base since I know this method works with it.

Let me know if you still have trouble, and I’ll do my best to help! :)