Tác giả : hermit_fox ***********************Trước có một bài làm Posebox The Sims 2 do Mod Ericos post rồi, nhưng đó là bản được dịch lại nhưng chưa đầy đủ. Phiên bản tiếng anh này rất là đầy đủ chi tiết để làm Possebox Sims 2. Nếu các bạn rành tiếng Anh cứ từ từ vô học và vọc thoải mái nhé Tools Needed: Milkshape v1.8.0 or higher: Here (You can find Keygen here and I believe this serial should also work, it's the one I used back when I installed it pretty sure you can also find more of those if you google a little) SimPE (newest version): Here AniMesh Exporter: Here Sim Body with Skeleton: Here I'm not going to go over how to install those above since in all fairness, if you can't do that without help just step back and try something easier first, this tutorial will be too hard for you. Basically you should at least have some experience with SimPE, the rest you can learn as we go, for example I had no idea how to operate Milkshape when I started but the best way to learn using that is to just try things out yourself. I'll try to give out all the neat tricks I've figured out as we go. Anyway this tutorial is divided in three parts: 1. making the poses in Milkshape 2. Putting the pose file together in SimPE and 3. Making the actual posebox. We'll go over the pose making first since it's basically the simplest thing in this. (Honestly though it CAN also be the hardest part depending on what kind of pose you're trying to do) Also I've written this tutorial between making couple of different poseboxes so you might notice that for example the pose I made in milkshape is not the same pose as what I used in the example for the pose-file building and to complicate things further they also aren't the same poses in the posebox building part. (oops) but so without further ado... PART 1: MAKING YOUR POSES IN MILKSHAPE 1. Open Milkshape. The first thing we'll do is check that all the settings are as supposed. Hit File > Preferences and then you'll get this kind of window: In the Misc Tab make sure that the joint size has been set to 0.010000 or you see a big blue mess when we'll open the Sim body in milkshape. 2. Then hit File > Open... and find the sim models you saved at the beginning. I opened the AManimBase model in this case. You should get this pictured view NOTE1: If the blue skeleton doesn't show up (like it's missing in my picture), Click On the Joints tab, then select Show Skeleton and the skeleton will show up. NOTE2: You might notice that the model has red circle around his neck, that's due the vertexes being selected by the one who made the model, just hit the Select - button under Model tab and click anywhere on the screen to unselect them. 3. After that in the top panels click on Window > Show Keyframer At the right bottom corner you notice input fields and button saying Anim Hit the Anim button and in those fields input what I have in my picture: 0 | 1.0 | 30 | 30 And there we have the model all ready for animation! At this point you might want to stop and think about what kind of pose you'll be creating. I've found that it's easiest to have some kind of reference picture, be it stick figure you drew yourself or photo/drawing of something. For starters it's easiest to stick with single standing poses. I'll use this one as my reference picture: Why that one? For multiple reasons, firstly because it's sexy, because it has a lot of small details I can point out as we go You don't have to use this picture for your pose, just pick whatever you want since they're all basically made the same way anyway. Also I'm going to take some artistic freedom with this pose so it won't be exactly like the picture. After all this is just for reference! Anyway move back to the Model Tab and hit the button that says "Select" and make sure the Select Options are set toJoint (just click that if it's something else) For starters just select one Joint. Anything you think you'll have to move for your pose. The key here really is to only try moving one Joint at a time. Why? Well... I just dare you choose multiple ones at once and then click rotate and try it out yourself. You'll get good laugh out of that at least. Like in most programs just hit CTRL+Z to undo that and then seriously just choose a single joint so we can move on. I chose the joint that shows in red above, to move it you should hit the "Rotate" button that shows under the Select. Also make sure your Rotate settings are like this: (Rotate Options: Center of Mass and Local) Otherwise weird things might happen if you rotate something. (Again this is something you should just try out yourself to see what I mean) Then for a moment you might want to just try out how to move things around. Once you get the hang of it rotate your chosen joint in 'about' correct direction. Since we started from the shoulder I'll just move the arm down beside the Sim's side and tilt it slightly back like this: Choose the next joint with the select tool (in this case the elbow one) and do the required rotations for that too: And then we get to one reasons in why I chose this particular pose. While you can zoom closer (Shift, drag mouse up) to the 3D model it will still be pretty hard to see the fingers from under that skeleton so here's one neat trick. Open up theJoints tab. (yes it's the place where you had to tick the Show Skeleton in case it wasn't showing up at the beginning) See that list? You can also double click on joints there to choose them for moving. The one we had chosen in previous picture is called r_forearm so logically the next joint you'd move is r_hand. (because if you highlight the wrist one you'll notice that that part of the arm doesn't really move, you can use it if you want to make the arm look like it twists bit gentler but seriously don't rotate it in bigger angles or it will look like the Sims' arm is broken... unless of course broken arm was what you were after then go ahead!) Double click that one and you'll notice the skeleton will highlight that alone in green. It will still be hard to see how you are rotating the hand and fingers like that so click the Show Skeleton button again to hide it. As you can see below this way it will definitely be easier to edit smaller parts. Just choose the finger joints one by one and edit them as you go until you have the hand in the position you want it... And there we have it, fingers nicely clenched in fist. If you don't have to edit hand more feel free to turn the skeleton back visible too even though nothing is stopping you from making the whole pose this way if you feel it's easier like that. At this point I also edited the other hand where I wanted it so what I have now looks like this: Not quite there yet but it surely is shaping up! The pose I'm trying to create doesn't have the character standing quite directly toward front so let's check about how to rotate things next. This part is extremely important to do EXACTLY the way I'm describing or you might end up with your sim being pretty much in any position but the one supposed. *cough* So let's go back to the Joints tab. Double click root_rot to choose it, NOW you can safely rotate your model. When you're rotating the whole model ALWAYS use root_rot, tattoo it to your arm or something to remember it for sure. (Similarly if you need to move the model (for example to lay/sit on ground) you should use root_trans and move button, never rotate while root_trans is selected!) Oh and just in case you're curious I rotated my model like this: Because I want the other hip to be bit higher than the other one is. And here we have it after I edited the legs: You're probably thinking "but it doesn't look like the picture at all." I'll just whisper back "artistic freedom - and we're not quite done yet." Yes indeed we haven't touched the upper body except for the arms yet. spine0 joint will be the next one I'll rotate slightly to give the "required" twist to the body. I'll also edit the neck and tilt the head a little... There we go already better! The shoulders however look pretty stiff so let's edit both clavicle joints too... (either choose them manually or from the list, they're the ones closest to the spine2 and neck joint. Think about where the collarbones are and you got the right joint.) At this point you're basically done with your first pose although you might want to spend a moment to edit finer details and smooth things out before you export it. However once you're happy with what you've got set the skeleton visible again (just so you see the difference) and hit CTRL+A or Edit >Select All to choose everything and the model should turn red (and skeleton green). On the top bar find option that says Animate and from under that hit "Set Keyframe" And the skeleton will turn yellow. Hit File > Export and from the loooong list find the one called Sims 2 ANIMESH ANIM Exporter V1.0.1. And hit it. Then we get to another IMPORTANT part,naming your posefile. When you name your pose it should be in format a-posename the "a-" is important, don't forget it! Also you should only use - in the filename, not _ or other marks. I named mine as a-leaning-against-the-wall-clenching-fist because it made sense to me and will be easy to recognize. After that another window will pop up: Make sure the Object Name: is auskel, ANIM Type: is Body Overlay and Locomotion Type: is Pose and hit export. Wow your first pose is ready to be imported in game! Give yourself a pat on the shoulder, you've done pretty well by getting this far already. Sadly though the harder parts are still ahead... (If you plan to make more poses you can do them all at once. However I haven't figured out a way to import poses back to milkshape for later editing so if you think there might possibly be need to adjust something afterwards you might want to leave milkshape and your pose open in the background. If you close your pose you'll have to rebuild it from scratch! Sometimes that can be a good thing though since after you've rebuild something for the fifth time it sure as hell looks nicer than it did during the first round but on the other hand if you have to rebuild something multiple times it's also honestly a hassle but it's your decision what option suits you the best.) I'll made another tutorial later on how to make couple/group poses or poses that are tied to certain items.