Difference between revisions of "Tutorials:CAS Creation From Start-To-Finish - Meshing"
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===Scale/Move=== | ===Scale/Move=== | ||
− | Upon successful import, we should be greeted by our mesh.[[File:Daltut-meshingvanilla.jpg|300px|left]] The method that we are going to use is the '''Scale and Move''', the same method I demonstrated in my [http://thesimsupply.com/showthread.php?tid=289 Quick Meshing] video tutorials. The basic idea is that we are going to reshape our mesh by '''scaling''' and '''moving''' bits and pieces of the mesh, '''ONLY'''. '''<font color="red">That means absolutely under NO CIRCUMSTANCE should you add or delete polys/vertices from the mesh.</font>''' The reason why is because the scale and move method allows us to create fantastically custom meshes, without having to create new moprhs for them, which is a pain. | + | Upon successful import, we should be greeted by our mesh.[[File:Daltut-meshingvanilla.jpg|300px|left]] The method that we are going to use is the '''Scale and Move''' method, the same method I demonstrated in my [http://thesimsupply.com/showthread.php?tid=289 Quick Meshing] video tutorials. The basic idea is that we are going to reshape our mesh by '''scaling''' and '''moving''' bits and pieces of the mesh, '''ONLY'''. '''<font color="red">That means absolutely under NO CIRCUMSTANCE should you add or delete polys/vertices from the mesh.</font>''' The reason why is because the scale and move method allows us to create fantastically custom meshes, without having to create new moprhs for them, which is a pain. |
Don't get me wrong, you can delete parts from meshes and even add new pieces from other meshes, this is called '''Frankenstiening'''. However, frankenstiening requires custom morphs to be made, as well as other intricate bits. So, that technique is best left for more advance creators, and will be covered in a separate tutorial. In short....'''<font color="red">Under NO CIRCUMSTANCE should you add or delete polys/vertices from the mesh.</font>''' Are we clear? | Don't get me wrong, you can delete parts from meshes and even add new pieces from other meshes, this is called '''Frankenstiening'''. However, frankenstiening requires custom morphs to be made, as well as other intricate bits. So, that technique is best left for more advance creators, and will be covered in a separate tutorial. In short....'''<font color="red">Under NO CIRCUMSTANCE should you add or delete polys/vertices from the mesh.</font>''' Are we clear? | ||
− | '''So to begin our meshing''', we want to get | + | '''So to begin our meshing''', the first thing we want to do is '''TURN AUTOSMOOTH OFF'''. To do this, go to the '''Groups''' tab and uncheck '''Autosmooth'''. Next, we want to get our mesh into a workable view. So, right-click on the mesh window and set it to a '''front projection '''(Projection->Front). To make it easier to see what we're doing, let's put the mesh into smooth shaded mode by right-clicking and selecting '''Smooth Shaded'''. Then, apply a wireframe overlay by right-clicking again and choosing '''wireframe overlay'''. |
I personally think that the torso of the female mesh is too square for a girl's frame, so I want to add a slight curve. To do this, I'm going to scale down the waist a bit. | I personally think that the torso of the female mesh is too square for a girl's frame, so I want to add a slight curve. To do this, I'm going to scale down the waist a bit. | ||
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{{CheatDetail | {{CheatDetail | ||
− | |desc=Any scale ratio less than 1.00 will shrink the | + | |desc=Any scale ratio less than 1.00 will shrink the vertices along the selected axis. And, vice versa, numbers greater than 1.00 will expand the selected vertices. A scale ratio of 1.00 itself, will keep the mesh neutral in that direction.}} |
Since our scale ratio is .99, that means we are scaling in our mesh 1 percent [(1.00 - .99) x100] inward on the X and Z axis. | Since our scale ratio is .99, that means we are scaling in our mesh 1 percent [(1.00 - .99) x100] inward on the X and Z axis. | ||
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{{CheatDetail | {{CheatDetail | ||
|desc=The '''X axis''' scales/moves the mesh from '''left to right'''. The '''Y axis''' scales/moves the mesh '''up and down'''. And, the '''Z axis''' scales/moves the mesh from '''front to back'''..}}<br clear="all"> | |desc=The '''X axis''' scales/moves the mesh from '''left to right'''. The '''Y axis''' scales/moves the mesh '''up and down'''. And, the '''Z axis''' scales/moves the mesh from '''front to back'''..}}<br clear="all"> | ||
+ | |||
+ | [[File:Daltut-scalemove-vanilla.jpg]]<br clear="all">Notice how the Y axis's ratio is set to 1.00. This means that we won't be scaling the Y axis, which you want to avoid. Alternatively, you can just click the Y button to deactivate that scale ratio altogether. The reason for not scaling in the Y direction is to avoid accidentally changing the meshes height, which can cause clipping and animation issues. | ||
+ | |||
+ | {{CheatDetail | ||
+ | |desc=The '''X axis''' scales/moves the mesh from '''left to right'''. The '''Y axis''' scales/moves the mesh '''up and down'''. And, the '''Z axis''' scales/moves the mesh from '''front to back'''..}} | ||
[[File:Daltut-scalemove-slimedtorso.jpg|right|400px]] | [[File:Daltut-scalemove-slimedtorso.jpg|right|400px]] | ||
− | Once you have decided on the row you want to scale and the appropriate scale ratio, click the smaller scale button (the one by the scale ratio boxes). Notice how our mesh has been pulled in slightly. Repeat this process until you get the shape you desire. Remember you can also use higher values, such as 1.01, to widen the mesh as you see fit. | + | Once you have decided on the row you want to scale and the appropriate scale ratio, click the smaller scale button (the one by the scale ratio boxes). Notice how our mesh has been pulled in slightly. Repeat this process until you get the shape you desire. Remember you can also '''use higher values''', such as 1.01, to '''widen the mesh''' as you see fit. |
After a little toying around, my mesh now has a slightly curved waist to fit a more girlish figure. | After a little toying around, my mesh now has a slightly curved waist to fit a more girlish figure. | ||
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[[File:MWSnap019 2011-08-06, 00 48 12.jpg|left|300px]] | [[File:MWSnap019 2011-08-06, 00 48 12.jpg|left|300px]] | ||
− | I also want to make my shirt longer, so I'm going to select rows of veritces (one-by-one) and pull them down until the shirt is the desired length. | + | I also want to make my shirt longer, so I'm going to select rows of veritces (it's easier if you do them one-by-one) and pull them down until the shirt is the desired length. |
'''''To make sure you don't knock the mesh askew when pulling it down, you can set it to where you can only move the mesh in the Y direction. To do this click on the Move button, and deselect the X and Z button.''' | '''''To make sure you don't knock the mesh askew when pulling it down, you can set it to where you can only move the mesh in the Y direction. To do this click on the Move button, and deselect the X and Z button.''' | ||
− | Since my shirt is now longer, I'll have to '''adjust''' to where it '''won't clip into pants and skirts'''. To do this open CTU and locate the child female nude mesh; follow the same extract/import procedures used earlier to get the mesh into Milkshape/Blender.Use this bottom mesh to gauge the proper size of the bottom of the shirt. You can show and hide this mesh under the groups tab to get it out your way when adjusting the shirt. | + | Since my shirt is now longer, I'll have to '''adjust''' to where it '''won't clip into pants and skirts'''. To do this open CTU and locate the child female nude mesh, or any bottom mesh for that matter; follow the same extract/import procedures used earlier to get the mesh into Milkshape/Blender. Use this bottom mesh to gauge the proper size of the bottom of the shirt. You can show and hide this mesh under the groups tab to get it out your way when adjusting the shirt. |
After you've gotten your mesh to your desired shape, you can just delete the bottom mesh from the groups tab. | After you've gotten your mesh to your desired shape, you can just delete the bottom mesh from the groups tab. |
Revision as of 23:50, 6 August 2011
CAS Creation With Daluved1: From Start-To-Finish | |
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Planning | Meshing | Creating A New Package | Texturing | Finishing Up | Glossary | |
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