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#1 Old 8th Feb 2026 at 10:55 PM
Default So I tried doing a 4to2 conversion and this was the result...😅
Here is the image: [IMG][/IMG]



So I have no idea of how to do Sims 4 to 2 conversion and after watching a couple tutorials and 3 days this is the result of what I came up with. LOL

Surprisingly it doesn't clip as much with other CC items or Maxis clothing in my game so that's good. I just need some help on where to start s I can fix it and what needs to be done in SimPE or Milkshape because I still have no idea of what to do haha. Can anyone offer some assistance?
Screenshots
Mad Poster
#2 Old 8th Feb 2026 at 11:44 PM
Modding area: https://modthesims.info/f/555/ (at the top, click "Sims 2 --> Modding", and find the area tha fits best, in your case --> "Body Shop - Meshing")

In most cases, 4t2 clothes need two (or more) groups, because the UVmapping is different from TS2 clothes.

Have you made sure the group names in the mesh file + the Property Set file match, and that they have the same number groups?

Have you put the "skin" parts in the body/top/bottom group (depending on clothing type), and the "clothing" parts in a second group (named "Noblend" or similar)?
Test Subject
Original Poster
#3 Old 9th Feb 2026 at 1:09 AM
Quote: Originally posted by simmer22
Modding area: https://modthesims.info/f/555/ (at the top, click "Sims 2 --> Modding", and find the area tha fits best, in your case --> "Body Shop - Meshing")

In most cases, 4t2 clothes need two (or more) groups, because the UVmapping is different from TS2 clothes.

Have you made sure the group names in the mesh file + the Property Set file match, and that they have the same number groups?

Have you put the "skin" parts in the body/top/bottom group (depending on clothing type), and the "clothing" parts in a second group (named "Noblend" or similar)?

This is what I have so far:
[IMG][/IMG]

[IMG][/IMG]

[IMG][/IMG]



Those seem to match in Simpe. But in the Property Set the "override0subset = noblend". Is this what is causing the issue? I Watched Platinumaspir's tutorial video and i may have mixed up the names somewhere in Milkshape. Also there seems to be a "noblend" in the texture image part too.
Here's the images:

[IMG][/IMG]

Texture image file:

[IMG][/IMG]
Screenshots
Mad Poster
#4 Old 9th Feb 2026 at 1:40 AM
The mesh subset for the 4t2 part is called "shirt", the PropertySet one is called "Noblend", so that's the problem right there. They need to match (in all the resources), or the game doesn't read them. You have to pick one name and stick with it throughout the project (the name doesn't matter too much, but it's a good idea to pick a name that isn't commonly used by either a bottom group or one of the names the skin parts use).

Can be an adventage (especially if there are any transparent parts) to have the Override0subset as the "top" group, and the "override1subset" as the "Noblend" or "Shirt" group. Keeps the group order proper. The game layers the Override0subset below the Override1subset group.

For the rest of the Resource files, make sure you stick to whatever names you choose. It's often easier to change the names in the mesh file than the names in the texture file, because the texture file often requires a few extra steps when you change names.
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Original Poster
#5 Old 9th Feb 2026 at 3:16 AM
Quote: Originally posted by simmer22
The mesh subset for the 4t2 part is called "shirt", the PropertySet one is called "Noblend", so that's the problem right there. They need to match (in all the resources), or the game doesn't read them. You have to pick one name and stick with it throughout the project (the name doesn't matter too much, but it's a good idea to pick a name that isn't commonly used by either a bottom group or one of the names the skin parts use).

Can be an adventage (especially if there are any transparent parts) to have the Override0subset as the "top" group, and the "override1subset" as the "Noblend" or "Shirt" group. Keeps the group order proper. The game layers the Override0subset below the Override1subset group.

For the rest of the Resource files, make sure you stick to whatever names you choose. It's often easier to change the names in the mesh file than the names in the texture file, because the texture file often requires a few extra steps when you change names.

Ohh, okay.
So do you recommend I change the Propertyset to say "shirt" or to change the mesh subset to say "no blend"? Also, is this the cause of the T-posing in Body Shop or is there a bone issue that I may need to go back and fix also?
Mad Poster
#6 Old 9th Feb 2026 at 3:25 AM Last edited by simmer22 : 9th Feb 2026 at 5:04 AM.
Probably easier to change the mesh subset to "shirt" (you have to change it in the GMDC, SHPE and GMND).

If the sim is T-posing (except hands), then there's likely an issue with the mesh. Make sure you've added proper joint assignments (the tutorial should show this), if you use Milkshape make sure the mesh comments are proper (**), and that you exported as a 5gd file from the meshing program and replaced via the GMDC (NOT using an OBJ file via the "import" button!).

Are you using Milkshape or Blender for the meshing?


**Comments in Milkshape
ModelName: (matching the subset name of the mesh group. This is the name that gets added in SimPE)
Opacity: -1 ( -1 is the "default" setting, 0 and higher in rising order if there are transparent layers)
HasTangentArray:
NumSkinWgts: 3 (Decides how many joints the vertices can be connected to. ALL clothes need to have 3 here. Some accessories and hair parts can have 1 or 2 if vertices are split between fewer joints).

You can in most cases copy/paste the comments from the original TS2 base mesh (and fix the ModelName line), assuming you imported that one in first.
If your mesh has morphs, make sure to copy/paste the old morph comments from the TS2 base mesh into the new morph comments, or they won't work as intended.
Test Subject
Original Poster
#7 Old 9th Feb 2026 at 5:22 AM Last edited by Briskstarr : 9th Feb 2026 at 5:23 AM. Reason: more info
Quote: Originally posted by simmer22
Probably easier to change the mesh subset to "shirt" (you have to change it in the GMDC, SHPE and GMND).

If the sim is T-posing (except hands), then there's likely an issue with the mesh. Make sure you've added proper joint assignments (the tutorial should show this), if you use Milkshape make sure the mesh comments are proper (**), and that you exported as a 5gd file from the meshing program and replaced via the GMDC (NOT using an OBJ file via the "import" button!).

Are you using Milkshape or Blender for the meshing?


**Comments in Milkshape
ModelName: (matching the subset name of the mesh group. This is the name that gets added in SimPE)
Opacity: -1 ( -1 is the "default" setting, 0 and higher in rising order if there are transparent layers)
HasTangentArray:
NumSkinWgts: 3 (Decides how many joints the vertices can be connected to. ALL clothes need to have 3 here. Some accessories and hair parts can have 1 or 2 if vertices are split between fewer joints).

You can in most cases copy/paste the comments from the original TS2 base mesh (and fix the ModelName line), assuming you imported that one in first.
If your mesh has morphs, make sure to copy/paste the old morph comments from the TS2 base mesh into the new morph comments, or they won't work as intended.

Ohh now Im confused. I may have not used the comments in Milkshape(thats the one im using). I exported the Sims 4 textures and stuff using Blender. Is there a way to just modify in Milkshake and then re-upload to simpe. or do I have to start everything over from scratch(im dreading that this isn't the option. The mesh shows up in Body Shop(the all black in the first picture). But im guessing the bone assignments are not correct. I saw her in the tutorial where she imported a mesh with morphs and then deleted the clothing and imported the new one with the joint assignments from the Meshtoolkit she used. I realized I didn't do that...
I think it is best I re-edit in Milkshape anyway as there are some parts that show Sims skin as well
Mad Poster
#8 Old 9th Feb 2026 at 2:10 PM
You need to do the steps with Meshtoolkit, you need to make sure the bone assignments transferred and look fine (it's possible you have to fix some areas), and you need to make sure the comments are proper. So probably a good idea to look through those steps of the tutorial again, and follow along.

If you still have the Milkshape workfile with the mesh, you can go back and add the comments, then export to SimPE. The comments won't add bone assignments, they just make sure the exported mesh reads them correctly, so make sure to add those first.

Skipping steps (especially the very important ones) in the tutorial means something is likely to go wrong. If you have workfiles from any of those steps, you can go back and fix from there (I recommend saving workfiles from various steps - if you delete them when you're done with a step, you can't easily go back in case things go wrong. You can delete them after you're happy with the result).
Test Subject
Original Poster
#9 Old 9th Feb 2026 at 2:59 PM
Quote: Originally posted by simmer22
You need to do the steps with Meshtoolkit, you need to make sure the bone assignments transferred and look fine (it's possible you have to fix some areas), and you need to make sure the comments are proper. So probably a good idea to look through those steps of the tutorial again, and follow along.

If you still have the Milkshape workfile with the mesh, you can go back and add the comments, then export to SimPE. The comments won't add bone assignments, they just make sure the exported mesh reads them correctly, so make sure to add those first.

Skipping steps (especially the very important ones) in the tutorial means something is likely to go wrong. If you have workfiles from any of those steps, you can go back and fix from there (I recommend saving workfiles from various steps - if you delete them when you're done with a step, you can't easily go back in case things go wrong. You can delete them after you're happy with the result).

I see. Well I may have deleted or overwritten some of the files in frustration when I tried to make other versions of it 😅. Can’t I export the files from SimPE directly and use that to edit in Milkshape? Then go back and replace everything in the SimPE files, or will that just mess everything up?
Mad Poster
#10 Old 9th Feb 2026 at 3:03 PM
You can do so - the mesh will still have the same shape, but you likely have to redo several steps for bone assignments, comments, etc. (which I'm guessing were already lacking).

When you've fixed everything, it should replace fine in SimPE.
Test Subject
Original Poster
#11 Old 9th Feb 2026 at 6:08 PM
Quote: Originally posted by simmer22
You can do so - the mesh will still have the same shape, but you likely have to redo several steps for bone assignments, comments, etc. (which I'm guessing were already lacking).

When you've fixed everything, it should replace fine in SimPE.

Okay. Will update later when I attempt at home. I think the comments is what is causing the issue. Because wouldn't SimPE read an error if the bone assignments were off? I recall in my second attempt at creating a different mesh object that SimPE read a CRES error when I attempted to replace the GMDC file with the mesh I created. it stated a "Couldn't read past end of stream" error.

My very first attempt gave me this LOL:
[IMG][/IMG]

^
This was what I got on my very first try. But a few days later I just went back to working on this one because it actually gave me something in Body Shop and Chatgpt told me some useful info, added some of the values(like in the GMDC - I added "shirt" because it was missing and in the SHPE as well), and it gave that T-posing Black top you see in the original post after.
Screenshots
Mad Poster
#12 Old 9th Feb 2026 at 6:28 PM Last edited by simmer22 : 9th Feb 2026 at 7:15 PM.
Quote: Originally posted by Briskstarr
I recall in my second attempt at creating a different mesh object that SimPE read a CRES error when I attempted to replace the GMDC file with the mesh I created. it stated a "Couldn't read past end of stream" error.


That error doesn't (I think) have anything to do with the mesh lacking bone assignments. It's an error that occasionally happens when something breaks in the CRES, and the only way I know how to get around it is to start over with a fresh mesh (package) file.

I posted recently about the CRES issue here, and ways to avoid it: https://modthesims.info/showpost.ph...249&postcount=3 (it's the same error and same way to get around it for objects and CAS meshes).

You don't get an error in SimPE if there are unassigned vertices (I just tested - but it's possible it gives an error or message occasionally, or if everything is unassigned for a jointed mesh).
You do get a message when exporting in Milkshape that says " Unassigned bones exist. Export anyway?"
If you didn't add comments, it defaults to max 1 bone, which means each vertex will assign 100% to its "currently heaviest assigned" bone.

In Milkshape, you can check if the mesh is assigned, and roughly how it's assigned, by turning on "Draw Vertices with bone colors" in the Joints menu. The pics below show how the "NumSkinWgts" value affects the mesh - It should ideally have roughly the appearance of the #3 model, front and back (disregard the arms being down, I just did that for the picture - your mesh should be T-posing in Milkshape). #2 and #1 shows the "NumSkinWgts" line with lower numbers. If the colors is white, it has a different color outlay, or in other ways is completely off the mark from any of these, it's likely not assigned properly.
Screenshots
Test Subject
Original Poster
#13 Old 9th Feb 2026 at 8:24 PM
[QUOTE=simmer22]That error doesn't (I think) have anything to do with the mesh lacking bone assignments. It's an error that occasionally happens when something breaks in the CRES, and the only way I know how to get around it is to start over with a fresh mesh (package) file.

I posted recently about the CRES issue here, and ways to avoid it: https://modthesims.info/showpost.ph...249&postcount=3 (it's the same error and same way to get around it for objects and CAS meshes).

You don't get an error in SimPE if there are unassigned vertices (I just tested - but it's possible it gives an error or message occasionally, or if everything is unassigned for a jointed mesh).
Quote:
You do get a message when exporting in Milkshape that says " Unassigned bones exist. Export anyway?"
If you didn't add comments, it defaults to max 1 bone, which means each vertex will assign 100% to its "currently heaviest assigned" bone.
Quote:
You do get a message when exporting in Milkshape that says " Unassigned bones exist. Export anyway?"
In Milkshape, you can check if the mesh is assigned, and roughly how it's assigned, by turning on "Draw Vertices with bone colors" in the Joints menu. The pics below show how the "NumSkinWgts" value affects the mesh - It should ideally have roughly the appearance of the #3 model, front and back (disregard the arms being down, I just did that for the picture - your mesh should be T-posing in Milkshape). #2 and #1 shows the "NumSkinWgts" line with lower numbers. If the colors is white, it has a different color outlay, or in other ways is completely off the mark from any of these, it's likely not assigned properly.


Okay, I dont recall seeing the Unassigned bones message. So I think the culprit is the comments.
Test Subject
Original Poster
#14 Old 10th Feb 2026 at 3:06 AM
Okay so here's the mesh that i tried to fix the bones for. But its missing the "body" part that's in Milkshape. When I copied the bone meshes the mesh with morphs that I used had the bone colors on the body mesh as well. And here in this image its missing. I also saw that Plataspir had them too in her tutorial, but mine are missing for this mesh.

Front:
[IMG][/IMG]

Back:
[IMG][/IMG]

It looks similar to the image you gave me, only thing missing is the body mesh that is not a part of the bone assignments. Ohhh this is so confusing xD
Screenshots
Mad Poster
#15 Old 10th Feb 2026 at 4:17 PM
The mesh in my pics above is a fullbody mesh, yours is a top mesh, so don't worry about that part - it's just the (rough) distribution of the bone assignments that's important

It does look like yours has proper bone assignments, so I'm guessing the naming and the comments are what's causing trouble for you. Make sure to go over both the recolor and mesh file (package files), and see if all the subset names match each other.
Test Subject
Original Poster
#16 Old 10th Feb 2026 at 5:27 PM
Quote: Originally posted by simmer22
The mesh in my pics above is a fullbody mesh, yours is a top mesh, so don't worry about that part - it's just the (rough) distribution of the bone assignments that's important

It does look like yours has proper bone assignments, so I'm guessing the naming and the comments are what's causing trouble for you. Make sure to go over both the recolor and mesh file (package files), and see if all the subset names match each other.

Okay. Good haha. But I have a question though. In platiasp tutorial when she re added the boned mesh to the “body” after deleting the old mesh her “body” portion(containing the fingers annd stuff) appeared to have joint assignments in the mapping even though she didn’t include it in the mesh toolkit wso labeled “needjoints”.
Like here, here’s her end result:

Here:
[IMG][/IMG]

and here…:
[IMG][/IMG]
I’m wondering how she got those assignments even though her “body” group wasn’t included in the unbonedjoints wso file she used. I think that’s the most confusing part for me because the refmesh I also used had bone assignments for its “body” group as well. But my mesh here just shows the colors on the mesh outfit itself and not on my “body” group. Is that supposed to happen?

Also thank you for sticking by and helping me thus far!
Screenshots
Mad Poster
#17 Old 10th Feb 2026 at 5:31 PM
I'd think they added the skin parts of the mesh separately, using a mesh base that already had proper assignments.

The seams between the meshes often have to be edited to fit together, and occasionally you need to fix the assignments between the seams so there aren't any holes (the vertices that connect with each other need to have the same assignments).
Test Subject
Original Poster
#18 Old 10th Feb 2026 at 8:27 PM Last edited by Briskstarr : 10th Feb 2026 at 8:40 PM.
Quote: Originally posted by simmer22
I'd think they added the skin parts of the mesh separately, using a mesh base that already had proper assignments.

The seams between the meshes often have to be edited to fit together, and occasionally you need to fix the assignments between the seams so there aren't any holes (the vertices that connect with each other need to have the same assignments).

I see. So what would you recommend I do for this step? Or can I just upload back into SimPE like this?
Edit: Or im thinking can I just "steal" the "body" group from the reference mesh I grabbed?
Mad Poster
#19 Old 11th Feb 2026 at 4:19 PM
From the first pictures, it looks like you already have a "top" group (for the skin), and if this one is set up properly (which it looks like from you rfirst pictures), you just need to focus on the "shirt" group. Both of the mesh groups should be together in the same Milkshape file and set up properly with bone assignments/comments (and morphs if you have made those) before you export to SimPE.

Can you upload your current package files + the Milkshape file from the last photo you posted? It's a bit easier to explain this using the actual files.
Test Subject
Original Poster
#20 Old 11th Feb 2026 at 6:08 PM
Quote: Originally posted by simmer22
From the first pictures, it looks like you already have a "top" group (for the skin), and if this one is set up properly (which it looks like from you rfirst pictures), you just need to focus on the "shirt" group. Both of the mesh groups should be together in the same Milkshape file and set up properly with bone assignments/comments (and morphs if you have made those) before you export to SimPE.

Can you upload your current package files + the Milkshape file from the last photo you posted? It's a bit easier to explain this using the actual files.

Don’t worry. I fixed it. All is good😅.

Here’s the result:
[IMG][/IMG]
Screenshots
Mad Poster
#21 Old 11th Feb 2026 at 6:15 PM
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