With special thanks and much love to Sandy at ATS who helped me learn this fun skill. Thank you SANDY you are amazing!
As a machinima maker, which requires not just poses, but sims to actually carry items, we need objects in their hands. So, here’s how you do it.
You will need: TSRW, S3PE, S3OC, patience (sorry, no link for patience)
- S3OC by Inge & Peter -Sims3Object Cloner; Creates new Sims 3 items by copying & renumbering original game items or custom content .packges.
- s3pe – Package viewer, Rig Editor, Effect Resource, + other features (probably the best tool you’ll download)
- TSRW – The Sims Resource Workshop tool.
- Milkshape – meshing tool, use for poses, animations, not making Milkshakes.
- Wes Howe’s plugins for Milkshape – to bring in various types of objects Not completely necessary at this point, but you should grab them all if you’re thinking of making stuff.
- TSR’s plugins for Milkshape – to import/export objects to and from the Workshop.
Note: info about all the tools can be found on the creators’ sites. Please look there instead of asking me so you get first-hand, more correct, answers.
1. Cloning the object you want as an accessory:(For this tutorial Sandy and I have decided our simmies need to haul around a plant)
Open TSRW and choose “object”, then “next”. (more about finding objects that are hidden in the game or a custom item, later)
Browse the catalogue to select the object you want. As we said above, we’re choosing the small topiary.
Now the object is loaded, we want to extract all the textures of the object: meshes, masks, overlays, multipliers, stencils if it has them, even the patterns. Simply click on the texture and export.
Extracting the meshes. Make sure you grab all the different versions. (High, medium, low, whatever is in the file)
Okay, now it’s time to choose an accessory and start moving the object’s textures over to it. I usually choose a bracelet. You want one that doesn’t have morphs (for fit, fat, thin, etc), and gloves have no meshes, so let’s choose a bracelet.
Now, in the bracelet’s textures, go to the Mesh tab. Export the mesh.
All right, time to launch Milkshape.
Navigate to Import and choose TSRW object (.wso extension) If you haven’t put the plugin into your program,then you better go do that now (we’ll wait right here)
Okay, so now navigate on your computer to where the accessory’s mesh is and import it.
The bracelet is imported with all its joints (check TSRW to see what joint the bracelet uses since all of them will appear. It really doesn’t matter for this since we’ll assign the new object to whatever joint we want. I usually use the hand that makes the most sense, and often it’s the one that bracelet uses.)
Time to import the plant’s mesh. You’ll notice it’s got a shadow (you can find the shadow in the ‘groups’ tab by selecting and it will light up red. It’s save to delete the shadow)
Now, the plant (or whatever object you used) is imported with its own joint. We don’t want that or it’ll bork the accessory. So, navigate to the joints tab, go to the bottom of the list, double click the number (the joint) and delete by using the delete key on your keyboard.
Now we’re ready to start moving the object up to where it should be to show it in a sim’s hand, or on top of his head, or on his shoulder, whatever you want. (Just remember that the joint would be different for the different spots). Go back to the groups tab and select the plant’s meshes (or you can ‘draw completely around the object to select all the vertices) Then go to the MOVE button and drag the object up to where you think the sim’s hand will be in relation to the bracelet. You should keep choosing different views to make sure it’s exactly where you want it. Sometimes you can look at front and it’s aligned, but turn to the side and it’s metres from the sim.
Once you get it where you think it should be, be sure it’s selected then navigate to the joints again. Choose the joint you want and Assign.
Okay, now we’re ready to EXPORT as a wso OR obj file (TSRW allows importing and exporting of both file types). And then, in TSRW, go ahead and import the mesh. Navigate to the textures tabs and import the OBJECT’S textures (overlay, mask, multipliers, spec, patterns, stencils, etc) and you will see if you got the new object in the right place.
I am not going to lie, these last two steps might take you SEVERAL tries of moving scaling, rotating, etc, to get it into the right spot. (BTW, this is not a Milkshape tutorial, there are dozens of those even on YouTube to help you figure this part out)
Once you have it in the right place, time to export as a sims3pack!
My advice now is to turn it into a package by using Delphy’s extractor or s3pe, but that’s up to you. I like packages because I can move them in and out fast without the Launcher. Another cool tip is to use S3RC from MATY to make any object a smaller file size. (mini tut: put s3rc in its own file folder, bring in the file you want to ‘fix’ and just drag the file onto the application .. don’t open the application… wait for the dos window to finish and notice that your file size is smaller. Love this tool.
And then, it’s time to test it in your game!
If you want something, say the magnifying glass, that does not show in regular catalogue, use S3oC and search until you find it. Hit clone/fix and save it as a package. Then go back to TSRW and Create New object, but this time use import and browse to the package and do as above. (click the images below to see larger view)
Happy creating! enjoy!