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14/8/2015

Fantasyrogue'sSimStuffTutorial:SeperatingaFullBodyMesh

It'sbeenafewyearssinceIlastwroteatutorialsohightimeforanotherone(andthankyou
seperatingafullbodymeshintoseperates.

builderjenforputtingmeuptothis).Thistutorialgoesinto

Firstthingsfirst.IamgoingtoassumeatleastbasicknowledgeofBodyshop.IfyoudonotknowhowtoexportorimportaprojectinBodyshopyoureally
shouldn'tbestartingonmeshing.IsuggestapokethroughtheMTS2tutorialsectionifyouwanttostartattheabsolutebeginning.
YouaregoingtoneedworkingcopiesofBodyshop,SimPEandMilkshape(withtheappropriateplugins,extendedmanualedit/alignnormalsarehere)forthis
tutorial.IknowSimPEandMilkshapearescarybutIhopebytheendofthistutorialyou'llbelessintimidatedbyboth.
Anothergoodplacetostartwithmeshingisthistutorial(andit'stwofollowups),shouldanyofwhatIsaynotmakeanysense.Alotofitwillseemsimilaras
thosetutorialsishowImostlylearnedtodoit.ItalsogoesintohowtosetupyourMilkshapeproperlysomewhatfurtherin,shouldyourslookstrange
comparedtomine.Atleastmakesureyouhaveautosmoothandshowskeletondisabled.
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Fantasyrogue'sSimStuffTutorial:SeperatingaFullBodyMesh

Disablingautosmooth:

DisablingShowSkeleton:

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MakesureyoudobothofthesethingsbeforeopeninganythinginMilkshape.
Note:occasionallyIwillgointoitalicslikethistofurtherelaborateonsomething.Ifyouprefertojustfollowdirectionsyoudon'tneedtoreadthesebits.If
youwanttoknowwhyIdosomething,readon.Inthiscasethenoteisforautosmoothandshowskeleton.
Autosmoothtriestoautomicallysmoothenoutthemesh,ifyouimportwiththisoptionturnedonallthatnicesmoothMaxismeshwillturnintoamessfullof
seams.Don'tdoit.
ShowSkeletondoeswhatissays,itshowsyouthemesh'sskeleton.Itisafunctionwedon'tcurrentlyneed,ithelpswhenyou'reworkingwithmesh
animationsbutfornow,leaveitalone.
IsuggestyoufollowalongwithwhatI'mdoing.Youcandothiswithbasicallyanyfullbodymeshhoweveryoumayrunintosomeissuesnotdealtwithinthis
particulartutorial.Itrytodealwiththeseinthisminitutorialsocheckthatoutifyourunintosomethingodd.
Ok,notfrightenedoffyet?Thenlet'sgetstarted.

Index:
PartOneHowtobuildameshpackage,exportamesh,importameshandseperatingthetopfromafullbodyoutfit.
PartTwoModifyingthetopandfixingtheUVmap
PartThreeFatandpregnancymorphs

PartOne
ForthistutorialI'llbeseperatingthetopoffaH&Mfullbodyoutfitsoitcanbewornasaseperatetopwithanyoutfit.

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Theoutfitintheabovepicturebeingtheoutfitinquestion.AsIsaid,I'massumingyouknowyourwayaroundBodyshop.Makeanewprojectoutofthis
outfitandthenimmediatelyreimportit.You'vereadthatright,exportthenreimport.We'regoingtoneedthefileBodyshopmakesintheSavedSimsfolder
(whichiswhereallyourfinishedprojectsendup).
Note:Ifyou'reworkingwithacustom(nonMaxis)meshyoucanskipthisstep.Youdonotneedtoimport/exportacustomoutfit.

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Wearealsogoingtoneedaseperatetopasabasetoworkoff.Ipickedthisparticulartop.Forsomeprojectsthistophastheadvantageofbeingskintight.
Inthiscaseitdoesn'treallymatterbutit'susefultoknow.Dothesameasabove,exportthenreimport.Thetexturesreallydon'tmatteryetatthispoint.
(Ifwehadbeenmakingseperatesoutofthebottomhalfofthemeshwewouldneedaseperatebottomasabaseinstead)
Nowforthescarierbits.CloseBodyshopandstartupSimPEaswe'regoingtobuildourselvesanewmeshpackage!

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Let'sstartanewfile(File>New)

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Nowwe'llusethePJSEextractingtooltograbthepartsweneedforournewmesh.Tools>PJSE>BodyMeshTool>ExtractingStage.

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Theextractingtoolwantstoknowwhatmeshwewanttoextract.ThistoolcanreadapackagefileofaMaxisoutfitretextureandfigureoutwheretograball
thebitsthefilereferenceswithoutushavingtogolookallovertheplaceforthesesamebits.Thisisoneofthereasonswhyweexportedaseperatetopin
Bodyshop.
AsIsaid,finishedprojectsareintheSavedSimsfolder.
SoclickBrowse

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NavigatetowardsyourSavedSimsfolder.
Openyourexportedtop(whichIsoaptlynamedTutorialTopBase).Ifyou'rehavingtroublefindingit,sortyourfolderwith"lastmodified".Waitforittograb
alltheparts.
(AtthispointIfeelIhavetoapologizeformyscreenshotsbeinginDutch.LocalizedversionsofWindowsforthewin!)

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Nowafterithasgrabbedallthepartswe'regoingtoneedtofixtheintegrity.Tools>ObjectTools>FixIntegrity.
Note:"Why?",youmayask.Well,ifyoudonotfixtheintegritythegamewilluseyourmeshpackageinsteadoftheoneweoriginallyextracted!Thisiscoolif
weweremakingdefaultreplacements,butwearenot.Wearemakinganewmeshsowewantthegametoseebothmeshes.Thus,whenmakingnew
meshes,alwaysmakesuretofixtheintegrity.

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We'regoingtoneedtoinputanamehere.Picksomethinguniquetoyou(makesureyouuseauniquenamepermesh).Asyoucansee,IwentwithFR
tutorialhmtop040109.Afterputtinginaname,clickonupdatethenclickonok.Itwillthenrenameallthepartsinsidethepackagetothenewname.

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Nowlet'ssaveourmeshpackage!(File>SaveAs).Nameitsomethingappropriatesoyoucaneasilyfinditagain.Itisagoodideatosaveitintoa
seperateprojectfolderyoumadespecificallyforthisproject.Itmakesiteasiertofindallthefilesagainandyoucan'taccidentilymesssomethingupinyour
game.
Done!Oooh.Yes,wehavenowbuiltanewmeshpackage!SofartheuseofitislimitedasitisexactlythesamemeshastheoneyouexportedinBodyshop.
Therearealsonotextureslinkedtoityet,sothegamecan'tdomuchwithit.
Whichisagoodideatodonext,linkingarecolourtothismesh.

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InSimPE,open(File>Open)yourtoppackagefile.TheoneinyourSavedSimsfolder,remember.

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We'regoingtolinkthispackagefiletoournewmeshsothatthegamecanactuallydosomethingwiththemesh(andsocanwe).
Clickonthe3DIDreferencingfile.ItmighttakealittlebitforSimPEtoloadthefileinthePluginView.

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Let'slinkitup.GotoTools>PJSE>BodyMeshTool>LinkingStage.
Note:Noticewhereitsaysinthe3DIDReferencefile(inthepluginview)ResourceNode,Shape,etc?Thefirsttwoiswhatthelinkingtoolactuallychanges.
Itiswhattellsthetexturefilewhattolookfor.Keepaneyeonthisifyouwantandafterlinking,ifithasallgonecorrectly,you'llnoticethesenumberswill
havechanged.

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Thiswarningwillpopup.It'sbasicallytellingyouthatifhadmadeanychangestothe3DIDReferencingfile(which,asyouknow,wehaven'tyet)you'd
bettercanceloutandsavethosenoworyouwilllosethem.
ClickOk.

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Navigatetowardsyourprojectfolder(orwhereveryouhavesavedyourmeshpackage)andopentheearliermademeshpackage.

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Anotherfunwarning.AndthisoneconfusedmeabitwhenIfirstdidthis.Adifferentresourcebasicallymeansanythingelseinthepackagefile,likethe
binaryindexorthematerialdefinition.Aslongasit'ssomethingotherthanthe3DIDReferenceFile.Sobasically,clickokthenclickonanyoftheother
thingsinthepackagesoitopenssomethingnew.
Afterwards,saveyourpackagefile.
Ifallwentaccordingtoplanweshouldnowhaveatexturelinkedtoournewmesh.Aneasywaytotestistocopyyourmeshpackageintoyourdownloads
folderandloadupBodyshop.Ifitshowsupnormally(shouldlookexactlythesameasbefore,wedidn'tchangethemeshasyouknow),you'vedoneit
correctly.
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Now,inordertoactuallymodifyourmeshes,we'regoingtoneedtoextractthem.

Youknowhowtousetheextractingtoolnowright?
Asareminder:
MakeanewfileinSimPE
Starttheextractingtool(Tools>PJSE>BodyMeshTool>ExtractingStage)
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NavigatetowardsyourpackagefileintheSavedSimsfolder
Opensaidfile
Inthiscase,we'reopeningthefilethatgoeswiththefullbodymesh(asshowninthepicture)andlettingitextractallthepartsforit.
However!
Wearenotsavingthisfileorfixingintegrityoranythingofthesort,sinceweonlywantthemesh.Wedon'tneedalltheotherbits.
Note:Ifyou'retryingtoexportacustom(nonMaxis)mesh,insteadofusingthePJSEtool,youjustneedtoopenthemeshpackageyoudownloadedand
extracttheGMDCfromthere.So,again,insteadofusingthePJSEtoolforcustommeshes,openthedownloadedcustommeshpackage.Therestofthe
instructionsarethesame.

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InsteadclickontheGeometricDataContainer(GMDC)andrightclickonourmesh(afBodyCorsetTankShorts).ClickExtract.

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Saveitinyourprojectfoldergivingitaniceeasytorememberfilename(doesn'tmatterwhat,aslongasyouknowwhatthefileis).Youcanthenclosethe
newfileyou'vemade,wereallydon'tneedtokeepitaround,wejustwantedthemesh.

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We'regoingtoneedtodothesameforthetopwe'reusingasabase.Thisisabiteasiersinceyoucanjustopenthemeshpackageyou'vemadeearlierin
thetutorialandextracttheGMDCfromthere.

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Again,saveitunderaneasytorememberfilenameinyourprojectsfolder.
BeingasoriginalasIamIwentwithTutorialFullBodyandTutorialTop.
Ok,so,ameshpackagehasbeenmade.Thetexturehasbeenlinkedtothenewmeshpackage.Andwe'veextractedthemeshesweneedtoworkon.You
knowwhatthatmeans?
Milkshapetime!

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Let'simportourmeshintoMilkshape.File>Import>Sims2UnimeshImport

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We'reimportingthetopfirst.

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It'llaskyouifyouwanttocreateblendgroups.ClickNo(orNee,ifyou'reDutch,Iguess).
Note:BlendGroups?Whatitisaskingyouisifyouwanttoincludethemorphs.Basicallythedataforasimgettingfatorpregnant.Ifinditfareasiertofirst
getthemeshcorrectandworryaboutthemorphslaterwhenIhaveaworkingoutfit.Itjustmakesthingsunnecessarilycomplextoincludethemnowand
increasesthechanceofsomethingscrewingup.

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Andnowit'saskingyouwhetheryouwanttocorrecttheskinweights.Yes,yeswedo.Clickyes.
Note:FirstBlendGroups,nowSkinWeights?Skinweightsaretodowiththemesh'sanimation.Theyaretheboneassignments.Itiswhattellsameshhow
muchtomoveeachpartandinwhatdirection.Avertexmustalwaysbeassigned100%.Ifitisn't,yougetanunderweightedboneandyourmeshwilllook
reallyweirdinBodyshoporgame.

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AndweshouldnowhaveameshimportedintoBodyshop!ClickontheGroupstab(righthandside)andyou'llseeitsaytop<nomaterial>.Sinceweonly
haveonegroup,thisisthemeshyou'recurrentlylookingat.
Thingsmaylookalittleconfusingifyou'veneverlookedatameshbefore.Youcanseethemeshfrommultipleanglesinthedifferentwindows.Fromthe
frontinthetopleft,fromthesideinthetopleft.Fromaboveinthelowerleftanda3dviewinthelowerrightwindow.
Whydon'tyoutryleftclickinginthelowerleft(the3d)windowandmovingthemouse?Noticehowthecameramoves.Butthisdoesn'tworkintheother
threewindows.IfyouholddownCTRLwhileleftclickingyoucanshiftthepositionofthecamera(thisworksinallwindows,giveitatry).Clickingononeof
thewindowsthenusingyourscrollwheel(ifyouhaveone)willallowyoutozoominandout.Asdoesholdingshiftandleftclicking,thenmovingthemouse.
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Yourmeshismadeupoflittledots,thesearecalledvertices(singular:vertex).You'veprobablyheardthetermbefore.Theverticesareconnected(think
connectthedots)bylittletrianges.Thesearecalledfaces.Whenlookingatthepolycountforamesh(forexampleifyouwanttoknowhowhorriblyhighpoly
thatnewhairisyoujustdownloaded),youlookatthenumberoffaces.Basicallyyou'relookingatthenumberoflittletrianglesthemeshismadeof.More
trianglesmeansasmoothermeshbutalsoahigherpolycount.

Clickonthecommentbuttonandthiswindowwillpopup.Thecommentstellthegamesomeinfoaboutthemesh.Ifthisisblankorthewronginformationis
inhereyourmeshwon'twork.Selecteverythinginthiswindowandcopyitinnotepadorsomething,justtokeepithandy.You'llneeditlater.

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We'regoingtoimporttheothermeshontopofthisone.
Again:
File>Import>Sims2UnimeshImport

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It'llgiveyouawarning.ClickOk.

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Andnowitasksifwewanttoincludeadditionalbonedefinitions.Clickno.
Afterthatit'llaskyouthesamethingsasthepreviousmeshimport,blendgroupsandskinweights.Westilldon'twanttheblendgroups(clickno)andwedo
wanttheskinweightscorrected(yes).
Note:Moreconfusingstuff.Bonedefinitions,dowewantmore?No.Whatwillhappenwhenyouclickyesisthatyou'llendupwithtwoskeletons.Now,asyou
canguess,youonlyneedoneandjustlikeyouwouldn'tknowquitewhatyouwereseeingifyouwerelookingatapersonwithtwoskeletons(nooffenseto
anysuchindividuals)sodoesthegamegetconfusedifitfindstwowithyourmesh.

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Andnowwehavetwomeshes.Itisprobablyabithardertomakesenseofthingsnow.Noticehowinthegroupstabanewgroupgotaddedcalledbody,
thisisthefullbodymeshyoujustimported.
Nowmightbeagoodtimetosave(File>Save)yourMilkshapeproject.Regularsavingensuresyoudon'tloseallyourprogressshouldsomethinggo
wrongwithyourpc.

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First,youmayhavenoticedmy3dviewlooksabitdifferent.Itendtohavethewireframeoverlayturnedon,itmakesitabiteasiertoseewhichthingsI
haveselectedonmy3dmodel.Youcanturniton(oroff)ifyouwantbyrightclickingthe3dviewwindowandclickingWireframeOverlay.

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Let'stakeacloserlookatthewaistarea.Youcanselectverticesbygoingbacktothemodeltab,clickingtheselectbuttonandtheninanyofthethree2d
windows(notthe3done)clickanddragtomakeaselection.Ifyouthenrightclickonanyofthewindowsandselect"FrameSelection"it'llframethepart
youselectedinyourview.
Thatis:
ClickSelect(it'lllightup)
Clickanddragaselection
RightclickandchooseFrameSelection

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Now,itmaybeabithardertoseewithmescribblingalloverthescreenshotandhavingtogetusedtoseeingeverythingasdotsandlines.Butnoticewhere
thetopmeshactuallyends.Nowlookatthebodymesh,specificallywherewewantittoendtogetalloftheshirtoff.Itislonger.Wecouldofcoursemake
thenewtopshorterandthusmakingitfitnicelybutinsteadIwanttoleaveittotheoriginallength,lettingitoverlaponanypantsorskirtsthesimis
wearing.

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Selecteverythingbelowthelineindicatedinthepreviousscreenshot.
Ifyoupreviouslyframedtheselectionthismightbeabithard.Youcanrightclickandchoose"FrameAll"togetbacktoseeingthewholemesh.Or,
remember,youcanmovethecamerabyholdingdownCTRL.Likewithotherprograms,youcanaddtoaselectionbyholdingdownSHIFT.
(Soinshort,frameselectionframesthecameraaroundonlythepartyouselected.Frameallframestheentiremesh)

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Anddelete(Edit>DeleteSelection)!Sincewe'remakingatop,wereallydon'tneedthelegs.

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Andnowwehaveafloatingshirtpart.
Nowwehavetomakethegamerecognizeitasatop,notafullbodyoutfit.Nexttotherenamebuttonyou'llseethegroupname.Insteadofbody,write
downtop.Thenclicktherenamebutton.

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RememberthatcommentfileItoldyouaboutearlier?WhereItoldyoutocopythedatatonotepadorsomesuch?Openthecommentfileforthesecond
group(theoneyoujustrenamedfrombodytotop).You'llnoticethecommentsinthisaredifferentthanforthetopgroup.Wewantthegametorecognize
thisasatop,notafullbodyoutfit,sopastetheinfoyoucopiedoutearlierintothiscommentfile(replacingtheoldcomments).

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Etvoila.Ourcommentfilenowreadsthatourbodygroupisatop.
Clickok

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Nowthatwehaveaturnedourfullbodymeshintoatop,wedon'tneedtheoldtopanymore.
Selectthehighestofthetwogroups(theoldtopmesh,remember)andclickthedeletebutton.Youshouldbeleftwithonlyonegroupnamedtopandit
shouldbethepartofthefullbodymeshthatyoucutthelegsoff.

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Andnowcomestheexcitingpart,we'regoingtoexportthismeshandputitintoourmeshpackagesowecandoourfirsttest!
File>Export>Sims2UnimeshExporter.
Givetheexportedmeshanameyoucanrecognize.
Alsodonotforgettosave(File>Save)yourMilkshapeproject!Youdon'twanttohavetostartalloveragain.

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It'sbacktoSimPEforusnow.

I'vealreadyopenedupthemeshpackagefilehere.We'regoingtohavetoreplaceourgmdcwiththenewmesh.Itishoweververyimportantthatthe
filenamestaysthesame,sofirstselectthegmdcthenselectthefilename.Copythis.

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RightclickthegmdcandselectReplace.

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SelectandopentheexportedmeshfromMilkshape(it'llbethefilewiththe.simpeextension)

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SimPEwillaskyouifitshouldreloadtheresource.Chooseyes.

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Nowselectthefilenameagainandpaste.

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Thefilenameshouldnowbeexactlythesameasitwaswhenyoufirstopenedthepackage.Hitcommitthensavethepackage.
Testingtime!
Copyyourmeshpackagetoyourdownloadsfolder(yes,again,overwritetheoldoneifyoustillhadthatinthere)
Andlet'sfireupBodyshop!

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Hurray!It....works...
That'snotquitewhatyouwantedtosee,isn'tit?Doesn'tlookmuchlikethetoponthefullbodymesh.That'sbecauseitstillhastheoldtexturesofthe
originaltop.Butyoucantellthemeshimportedcorrectly,thelittlebowisatthefrontandeverything.
Let'sfixthetextures.
Exportthetopagain(usuallyifyoutrytoworkonthealreadyexportedoneitdoesn'tseemtoworkforsomereason)

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CopythetexturesfromtheH&Moutfitontotheonesfromthenewlyexportedtop.Youknowwheretofindthemright?

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Sameforthealpha.Exceptforonething,blackoutallthepartsatthebottom.Wedon'tneedthoseanymore.

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Better,right?
Let'simportandhavealookatthetopwithsomebottomsunderneath.

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Uhoh.
It'sobviousthereareafewthingsnotrightyet.Noticehowthebowandthestrapsarefleshcoloured?Andtheskirttextureseemstobebleedingintothe
top.
ThisisaUVmappingproblem.We'regoingtohavetoremappartsofthemesh
Let'slookatitwithsomeotherbottomsaswell.
Note:OnUVmaps.AUVmaptellsthemeshwhichpartsofthetexturefiletoputwhereonthemesh.Bottomstendtobemappedinthelowerhalfatexture
fileandtopsintheupperhalf.Afullbodymeshhoweverdoesn'thavetoworryaboutthisandisoftenlaidoutsoitusestheentiretexture.Inthiscasewhat
ishappeningisthatpartsoftheUVmapforthetopareinthebottomareaofthetextureandasaresultareoverlappingwiththebottomUV.
Don'tworryifthatdoesn'tcompletelymakesenseyet,wewillberemappingandhopefullythatshouldmakeitalittlemoreclear.
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Ohdear.Andherethebottommeshisclippingintothetop.
Now,thismightnothappenwithallbottoms,itmightlookgoodwiththinnerpairsofpants/skirts.Youhavetomakeadecisionforyourselfwhetheryouwant
towidenthetop,thusfixingtheclipping,orkeepitthinandjustnotifypeoplethatitdoesn'tworkwithalltypesofbottoms.
Sincethisisaratherlooseandwidetopanyway(andthis*is*atutorial),wewillalsobefixingthis.

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Nowifyouswivelthecamera(F3)you'llnoticesomethingelsewithsome(maybeall)bottoms.Itseemsitalsodoesn'tfitaroundthepantsnicelyandthere
areholeswhenlookedatfromunderneath.Iliketobethoroughwhenmakingameshsowe'llalsoneedtofixthis.
So,ourlistofthingsweneedtolookat:
FixtheUVmap
Makeitnotclipwithsomebottoms
Makeitfitnicelyaroundallbottomssotherearenoholes.
We'llhavetogobacktoMilkshapetofixtheseproblems.
However,Iunderstanditmayallbegettingabitmuchatthispoint.You'velearnedhowtomakeanewmeshpackage,exportamesh,dosomeminormesh
editingandturningafullbodypartintoatoppart.Ifyouwantyoucantakealittlebreaknow,maybeevenpracticebycuttingupsomeothermeshes.You
mayfindthatsomeothermeshesareeasiertocutupandlookliketheyneedmuchlesseditingthanthisone.Don'tbeafraidtoexperiment,practiceisthe
bestwaytolearnafterall.Aslongasyoukeepregularbackups)
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Ifyouwanttocontinueon,thenreadonaswe'regoingtofixtheUVmapandtheclipping.

PartTwo
BecauseIfindithelpfultohavealittleguidelinetoworkwith:

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I'mexporting/importingthispairofpantsandthenextractingthemesh.Theseareslightlyridiculouslywideandmanybottomslikelywon'tbeaswideas
theseinthehiparea(pluswhousesthesethings,seriously?)butforourpurposeswe'regoingtousethisoneanyway.
Youknowhowtogetthemeshnow,right?Abriefreminder:OpenSimPE.UsethePJSEtooltoextractthemeshparts(byloadingthepackagefromthe
SavedSimsfolder),rightclickthegmdcandclickextract.
Thenit'sbacktoMilkshape!

I'vealreadyopenedmyprojectagain(thatyoushouldhavesavedearlier)andimportedthebottommeshontopofourtopmesh(File>Import>
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Sims2UnimeshImport).
Youcanseesomeoftheclippingonthetopwiththebottominthelowerrightview.

Now,noticehowIhidthebottommeshfromview.Youcandothesamebyselectingthatgroupandtheclickingthehidebutton.Thiswayyouwon't
accidentilymodifythewrongmesh,aslongasit'shidden,youcannotmodifyit.
Ihavealsoselectedtheouterrimofthebottomoftheshirt.Remember,clicktheselectbutton(onthemodeltab)andclickanddrag.Youcancarefully
selectitonevertexatatime(ormultiple)aslongasyoukeepSHIFThelddown.
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Nowthatwe'vegottherimselected,youcanseeI'veunhiddenthebottomagain(justclickhideagainonthegroupstab).
Youcanscaletherimslightlybiggerbygoingtothematerialstabandclickingthescalebutton.Thenputinsomenumbersbiggerthan1inallthreefields
(soitsizesinalldirections)andclickingthesecondscalebutton.I'veputin1.03,whichmakesitjustatinybitbigger.Tryputtingsomebiggernumbersin
andseeingwhathappens,youcanalwaysundowhatyoulastdidwithCTRL+Z(oredit>undointhemenu).

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NowI'veselectedthesecondrowofvertices,justabovethebottomrim,ontheshirt.We'regoingtoscalethisabitbiggeraswell,sameaswiththe
previousrow.Again,hitthescalebutton,putinthedesirednumber(Iputin1.03again)andclickthescalebuttonnexttoit.
Youcantell,whilehavingthebottomvisible,thattheclippingseemstobegonenow.

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ItmaybeabitconfusingbutIkeephidingthebottomfromviewsoitiseasiertoselectthingsonthetopmesh.
ThistimeI'veselectedtheinsideofthebottomrim.We'regoingtoscaleagainbutthistimewe'llputinanumbersmallerthan1(Iputin0.97),youcan
chooseanynumbersmallerandit'llshrinkourselection,ratherthanincreaseit'ssize.Again,hitthescalebutton,putinthenumbersthenhittheotherscale
buttonunderscaleoptions.

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Forsomethingsscalealonesimplywon'twork.Itmaycliponlyinsomepartsofthemesh,forexample,andit'dbemoresensibletojustmovethosefew
verticesratherthanscaletheentirething.
Forthatselectsomevertices,I'veselectedthesetwoattheback.Nowclickthemovebuttonandontheupperrightviewportthendragtotheright.Asyou
canseeyourverticeswillmoveandpullouttherimatthebackabit.
Youcanclickanddraginanyofthethreeviewports(notcountingthe3done)andit'llmoveyourverticesinthedirectionyou'redraggingin.Atfirstitmay
bealittleconfusingastowhatdirectioniswhichonyour3dmodel.Youcantryitout,selectsomevertices,dragthemaroundabit.Infact,whydon'twe
takealookatthe3viewportsnowandmaybeIcanmakeitalittlebitclearer.
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Thisisusuallyyourupperleftwindow.Asstandarditissettofront.So,we'relookingatthefrontofthemodel.I'veaddedsomecolourcodedarrowssoyou
canseewhichdirectioniswhichontheactual3dmodel.Althoughitshouldn'tbethathardtoseewiththemodelplacedinthesamedirection.Soifyou,for
example,pullyourverticesinthedirectionoftheblackarrow,they'llmoveinthatdirectiononthe3dmodel.

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Thisisthetoprightwindowanditisusuallysettotherightside.Again,thearrowsindicatewhichiswhichontheactual3dmodel.So,pullinthedirectionof
theredarrowandyourverticesmovefurtheroutthebackofthemodel.Asanexample,hadweafullbodymeshandIhadselectedthebutt,youcouldpull
inthedirectionoftheredarrowandgiveheramassivebutt)

Andthethirdone,inthelowerleftcorner.Thisonescaredmeatfirstbecauseitlookssoconfusing.Youarelookingatthemodelfromthetopwiththefront
facingthebottomofthescreen.I'veaddedsomearrowstogiveyouabetteridea.
Hopefullythisshouldhelpyoufigureoutwhichviewtopick,andwhichdirection,whenattemptingtomovevertices.

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You'llhavetouseabitofjudgementastohowmuchyouwanttomovethingsuntilitlooksright.Thereisnohardandfastwayhere,moveittwoticsand
it'llbeperfectkindofthing.

Now,movingonwe'regettingtooneofthoseotherscarybits.UVmapping.
Selectthetopgroupby(onthegroupstab)selectingthetopthenclickingtheselectbutton.

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Firstthingweneedtodoisassignatexturetothetop.Gotothematerialstabandclickonnew.

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Clickonthecirclednone.

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Thisiswherewepickatexturetoassign.Normallyyou'dassignasimplecheckeredtextureorsomesuchtouseasaguideline.Butsincewe'reonlymaking
slightmodificationsandbecauseIwanttoshowyouwhywehavetextureoverlap,we'reloadingthebottomtexture.Yes,thebottomone,notthetop.So
navigatetoyourProjects(theSims2one,notforthistutorial)folderandopenthetexturefileofthebottomwe'reusing.

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Nowclickonassign.
Ohdear,doesn'tlooklikemuchhappened,doesit?That'sbecauseour3dmodelisstillsettosmoothshading(thegreysmoothlookithas).

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Rightclickinthe3dviewportandselecttextured.

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Tadah!
Nowwe'vegotatextureonourmesh.Itdoesn'tlooklikemuchduetothetexturewechose.Youcanassignanytypeoftexturefilehere,youcouldassign
yourtoptextureandit'dlookmuchlikeitdoesinBodyshop(withouttheskintonebleedbecausethebottomisn'ttexturedhere)oranemptytextureorone
scribbledfullofsmileys,whatever,andyoucanseehowitwrapsaroundyourmesh.
NowgototheWindowmenuandclickTextureCoordinateEditor.

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Andthisiswhatyoushouldsee.
Keepinmindthatyoumustalwayshavepartofthemeshselectedtoseeitinthetexturecoordinatorandtheremustbeatextureassigned.
Note:Uvmapexplanations:Itlooksabitasifsomeonehastakenthemodel'swireframe,rippeditintobitsandthenranoverthemwithasteamroller.All
theselectedwireframebitsbelongtoourtop(sincethebottomwasn'tselectedwhenweopenedthecoordinator).Nowseehowpartsofthewireframearein
thebottomofthetexture,wheretheactualpantstextureis.Thisiswhyyouhaveoverlap.Ifyouhadselectedthepantsyou'dhaveseenflattenedwireframe
insomeofthesamelocationsandduetothatoverlapthegamegrabbedthepantstextureforthetop.Morethanlikelythebottomofourshirtisalso
mappedtoolowandoverlapswiththewaistsofsome(highriding)bottoms.
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Clickonselectanddragaselectionaroundtherectangleshapeinthelowerleftcorner.
(Therectangleisactuallythetop'sstraps)

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Nowclickonmoveanddragtheselectedrectangletoanotherlocationonthetexture,asindicated.Itdoesn'tmattertoomuchwhereaslongasitdoesn't
overlapotherpartsandissomewhereinthetophalfofthetexturefile.

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Nowforthenextparts.Except,herewehaveaproblem.Thesepartsaretoobigtofitinthetophalf.Sinceforneitherofthesepartstheactualpatternof
thetextureisimportantwe'regoingtoscalethemdownsotheydofit.
Clickonselectanddragaselectionaroundtheindicatedpart.
(thisisactuallytheribbonofthetop)
Thenclickonscale,putinanumbersmallerthan1(forexample0.4,Iknowthescreenshotsays0.5butthatisstilltoobig)andclicktheS.Itshouldscale
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ourselectiondown.Nowwecanmoveitsomeplaceelseonthetexture(clickmoveanddrag).
Repeatthesestepsfortheovalshapeatthebottom.
(thisistheinsiderimatthebottomoftheshirt)

Nowwe'regoingtopullinthebottompartoftheshirtabitaswell.

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Arelativelyquickwaytodoitistoselect(clickselect)thebottomthreerowsofvertices,clickmoveanddragitupabit.Thenselectonlythebottomtwo,
dragupagain.Thenthebottomrow(andagain,dragup).Thissquishesthebottompartofthetopabitbutnothingsobadthatit'llbenoticableandthetop
isnowmappedalotshortersoit'llcausemuchlessissueswithbottommeshes.

AndyourUVmapshouldnowlookabitlikethis.Excitingstuff,isn'tit?YoucouldmoveallsortsofpartsaroundontheUVmap,thoughitisgenerallyagood
ideatoleavethepositionofthearmsandtheneckalone(forsomereasonMaxismeshesdon'ttakewelltoremappingthoseparts.Youmaynoticeproblems
aswellwithskintighttops/bottomsandthewaistline).
Itwouldbeagoodideaatthistimetotakeascreenshot(forexamplewithprintscreenandthenpasteintoapaintprogramofyourchoice)ofthis.Weare
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goingtoneedtheUVmapasareferencelaterforfixingtheactualtexture.

AsyougobacktoyourmainMilkshapewindowyoumaynoticethetexturesshiftalittle(ornot,doesn'tmatter).Itismerelyadjustingtobeingremapped.
Nowwecandeletethebottomgroup(wedon'tneeditanymoreandit'dcauseconflictsifweleftitin).
Andthenexportourtop(File>Export>Sims2UnimeshExporter)andreplaceyourmeshpackagegmdcwiththenewversionofthemesh(Quick
reminder:openyourmeshpackageinSimPE,selectandcopythefilename,rightclickthegmdc,replace,changethefilenamebacktotheoldone,commit
andsave)
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Nowputyourmeshpackageinyourdownloadsfolderandit'stimetotestitandfixthetexture.FireupBodyshop.
NowImadeasmallmistakeandforgottoscreenshotsomepartsbutyouknowhowtogettoyourshirt'stexturesright?We'vealreadydoneitbefore(andI
saidyou'dneedbasicBodyshopknowledgebeforestartingthistutorial).

You'llwanttochangethetexturesoittakesintoaccountournewplacementofthepartswemoved/resized(youcanjustcopythosesamepartsonthe
textureandmove(+resize)themtothesamelocations).UsetheearliersavedUVmapasaguideline.Iamgoingtoassumeyouknowyourwayaround
yourpaintprogramofchoicewellenoughtodothis.
Don'tforgettochangethealphaaswellforthesameparts.
Andthenit'sfinallygametestingtime!CloseBodyshopandstartupyourgame!(Whee!)

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Success!It'sworking!
Ohifonlyweweredonenow.Inawayweare,wehaveaworkingtopwithcorrecttexturesthistime.Butit'sagoodideatobethoroughwhentestingso
we'regoingtomakethesimdosomeanimations.Pickafewwilderones,playingonthesofaisalwaysagoodone.

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AndhereyouseethatIatleasthaven'tquitemanagedtogetitright.
Thisisthenotfunpartofmeshing,whereyoutest.GobackintoMilkshapeandmakesomefineadjustments,testagainuntilyou'vegotittoapointwhere
you'resatisfied.Iamgoingtoleavethisuptoyou,youshouldbeabletomanagewiththeinformationgivenabove.Youmaydecidetoleaveitlikethis,it
doesworkwiththinnerwaistedbottomsafterall.Youmaydecideyouwanttofixitupproper.Don'tforgettolookatitfromunderneathitmaystillnot
connectproperlywithsomebottomsandhaveahole(Iknowitwasn'tquiterightinmycase).
Againhereisagoodpointforabreak.Meshingshouldbesomethingyouenjoydoing(oratleastdon'thatewithapassion).Andthebestwaytolearniswith
practice.Youcangorepeattheabovewithsomedifferentoutfits,forexample,playaroundwithmovingverticesandscalingthem.Etcetc.Thereisnofunin
learningwithsomethingyouwouldn'twanttomakeinthefirstplace.
ThenextpartI'llbegoingintoaddingthemorphstothetopsothatwhenthesimgetsfat(orevenpregnant,ifyouhaveapregnantsimswearanything
hack)thetopwillchangealongwiththem.

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PartThree

Timeforthosemorphs!

FireupMilkshapeagain.I'vestillgotmytopprojectopen,youmaynotbutitdoesn'tmatteraswe'regoingtostartanewproject.That'sright,clickFile>
New.

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We'reagainimportingthatverysametopweimportedwayatthebeginningofthetutorial.Youremember?Onlythistimewhenitasksusifwewantcreate
blendgroupswesayYES.

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You'llnoticeadifferenceinthegroupstab.Insteadofonegroupcalledtoptherearenowthreegroups:top,~00MORPHMOD.1and~00MORPHMOD.2
Inthiscasewegotalittleluckyandthistopalreadycomeswithapregnancymorphaswell,mostoutfitsdonotandyou'dhavetomanuallyaddthem.This
isnotthathardbutwe'llgointothatlater.

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Nowopenthecommentfileforthetop.Justlikebeforeyou'llwanttocopythisdatatoanotepadfileorsomesuch.
Note:You'llnoticeadifference.There'sanextralineatthebottomthatsaysMorphRefNum:0.Thislineaddedtellsthegamethattherearemorphswith
thismeshandthegroupsstartingwith0arethemorphs.Withoutthislinethegamewon'tseethemorphdataandyourmorphswon'twork.

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Ifyouclickononeofthemorphsandopenthecommentfileyou'llnoticetheyonlycontainoneline.Thisonesays:MorphNames:topmorphsfattop.It
meansthisisthefatmorphandtellsthegameassuch.
Theotherfillwillread:MorphNames:topmorphspregtop
Note:Fullbodyoutfits(andIbelievebottomsalso)willinsteadsaybotmorphsFatbotandbotmorphsPregbot

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Nowhidethetwomorphs.Wedon'twanttomesswiththemjustnow.

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Andimportourfinishedtopfromthepreviouspartofthetutorial.
Youcansimplyimportthealreadyexported.simpefile(Sims2Unimesh,remember).
Nowdeletetheoriginaltop.Leavingonlyourimportedtopandthetwomorphs.

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Andmovethetopupsoit'sabovealltheothergroups.

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Nowselecttheentiretopgroup.

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We'regoingtoclonethetop.ClickonEdit>DuplicateSelection.

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Andnowwehaveacopyofourtop!Thisduplicatewillbeournewfatmorph.

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Youcangoaheadandhidetheoriginaltop.Wedon'twanttoaccidentilymesswiththatone.

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Nowwecanunhidethefatmorph(thatistheonecalled~00MORPHMOD.1).We'rejustusingitasaguideline,nottomodifyit.

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Nowwiththeduplicateandthemorphoverlappingyoucanseewherethemorphispokingoutfurtherthantheduplicate.
Unfortunatelysincethemorph'sshorterthanourtopit'llbeabithardtotellfromthishowtomakethefatmorph.Ifwe'dhadashortertophowever,this'd
beagoodguidelinetoworkoff.There'sotherwaystohaveaguidelinethough,let'shidethefatmorphagainfirst.

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Sincethetopwon'tworkasreferencethistimeI'mimportinganudefullbodymesh.Youcangetoneofthoseby,forexample,extractingthemeshofapair
ofundiesoraswimsuit.I'dhaveimportedabottommeshbutmost(ifnotall)ofthemdonothavepregnancymorphstoworkoffasaguideline.
Don'tforgettoclickYESonblendgroups.AlsoI'vetakenthelibertyofdeletingthefullbodygroup,wedon'tneedit.

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Thefatmorphonlygenerallyneedsafewadjustmentstomakeitlookabitbigger.Youcangrabthebreasts,forexample,andpullthemoutalittlebit.

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Andmakethesidesandfront/backabitwider.
Checkbackandforthwithyourfullbody'sfatmorph(IhideitandthenunhideitwhenIneedtotakealook)toseehowitfits.Makesureyou'rechecking
withtherightgroup,Inoticedthey'renotalwaysinthesameorder.Itneedstolookabitfat,notpregnant.Andmakesureit'shiddenwhenyou'reactually
selectingverticessoyoudonotaccidentilymodifyit.

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Whenyou'repleasedwiththefatmorphhideitthenselectthetopgroupagainandduplicateitjustlikeyoudidthefirsttime.You'llendupwithanother
duplicateofyourtop.This'llbeourpregnancymorph.

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Againwecanhideandunhidetheappropriatemorphofthefullbody(thistimethepregnancymorph)toseeroughlyhowbigthemorphneedstobe.
UnfortunatelythisishardlyanexactscienceandtheMaxispregnancymorphcanbesmallerthanmorphsaddedthroughmodsandsuch.

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You'llwannaenlargethebreastsjustatinybit,makethebellylargerandabitwiderandrounder(youcanleavethebackalone).Butalotofthisisusing
yourownjudgementtogetitright.

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Onceyouthinkyouhavethemorphsrightit'stimetomakeitsothegameseesthem(andtogetridoftheextrastuff).
I'veunfortunatelyneglectedtodoitinthisscreenshotbutyoucandeletetheextramorphmodsofthefullbodymesh.
Thencopythenameofthefirstmorph(thefatone,~00MORPHMOD.1)andselectyourfirstduplicate.RemovethenameDuplicate01andreplaceitwiththe
nameofthemorph.Thenhitrename.

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Dothesamefortheothermorphexceptcopythenameforthepregnancymorphforthisone(~00MORPHMOD.2)andrenameyourDuplicate02tothis.
Thenyoucandeletetheextramorphsbelongingtotheoriginaltop.Checkthatyou'redeletingtherightones(theyshouldberightbelowthetopgroup).In
theendyou'llbeleftwithonetopgroupandtwomorphgroupswhichshouldalllooklikeyournewtop(exceptinthecaseofthemorphs,fatterormore
pregnant).
Onelastthing

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Openthecommentfileforthetopgroupandpasteyourearliercopiedoutcommentsintothis.
Checkthecommentfilesforthetwomorphsaswell,theyshouldreadMorphNames:topmorphsfattop
andMorphNames:topmorphspregtop
Note:Ifyouroutfitdoesn'thaveapregnancymorph,howcanyouaddone?Itisnotallthathard,makesureyourtop/bottom/fullbodyoutfithastheline
MorphRefNum:0asthelastline.Dothesameasabove,duplicatingyourgroupandmakingitlooklikeapregnancymorphthencopythenameofthefat
morph(whichshouldalwaysbetherereally).Renameittothatbutmakesureitendswith.2(soagain,thefatmorphis~00MORPHMOD.1butthepregnancy
morphis~00MORPHMOD.2,Ihopeit'sthatwayforallmeshesbutI'msureknowingMaxisoneofthemwillbedifferent.).Thenmakesurethecommentfile
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readsMorphNames:topmorphspregtopifit'satoporMorphNames:botmorphspregbotifit'safullbodyoutfitorabottom).Ithinkthisworksforall
outfits.
Andthenit'sbacktoreplacingourgmdcofthemeshpackagewithSimPE,puttingthemeshinthedownloadsfolderandcheckingingame.

Makeyoursimgetfat(boolproptestingcheatsenabledandshiftclickingasimisafastwaytodoit.YoucanalsocheckfatmorphsinBodyshopifthisis
quickerforyou),makethemgetpregnant(usethetombstoneofL&Dorsomethingforthis,somethingthatspeedsuppregnancies.Maybethere'sanother
fastwaythatIdon'tknowofaswell).
AndthisiswhatImeanwithitneedingsomefiddling.
You'llprobablybegoingbackandforthbetweenthegameandmilkshapeafewtimestogetbothmorphsjustrightformost(ifnotall)bottoms.It'stedious,
Iknow,butit'sthelastbit.

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Intheendthough,youshouldendupwiththis!
Success!Nowyourtopisreadytobesharedwithothers(thoughIwillbesharingthisone,youdon'thaveto:P).Giveyourselfapatonthebackandanice
littlebreakbeforeyoustartanotherproject.
Thengooutthereandtakeovertheworldwithyourawesomemeshingskills!
Besuretocheckouttheminitutorialonhowtodealwithseperatesthatarealittlelessobviousandwhenthingsgoabitgappy!
Warning:Beingatutorial,thisisimageheavy.SinceitdealswithSimPEandMilkshape,mayalsogiveheadaches.

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