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Field Researcher
Original Poster
#1 Old 23rd Jul 2026 at 1:13 AM
Default Preserving vertex ID and morphs
Hello. I'm making this a separate post from my previous question since I think it's become a whole can of worms. I'm making a helmet that works with simtanico's scalp sliders. I only want to preserve the vertex ID(from vertex IDmod) of the scalp. However, I merged the scalp, face, and neck parts in order to have a seamless look for my helmet. I think this was the step that ruined the vertex ID of the whole mesh. In the blender sims 3 geom tools, the "transfer GEOM data" tool lets you to combine 2 geoms together, but I got an error when I tried it.

So I exported it as an object, converted it to wso, and then assigned my bones and morphs in MTK. I imported it into TSRW and exported it as a package. Then I opened the package in S3PE to export the geoms and morph geoms. In the MTK's auto assign vertex ID section, I assigned original AM face/neck geom to my base geom first and then used the vertex ID mod scalp to "replace only zero vertex IDs." This works so far as when I load it in game, the sliders work with the helmet.

I converted the morph BGEOs to geom using the base geom with the reassigned vertex ID. Then I imported them all in blender to edit each morph. Once I was satisfied, I exported them all. With the package still open in S3PE, I replaced the lod0 of the helmet with the base geom, saved and exit. Then I used MTK's package tools to add my new morphs to the package. I saved as a new package and tested in game. The sliders still work, but the morphs don't. If I skip all of the vertex ID transferring and just renumber the whole mesh, the morphs work but it not longer works with the scalp sliders.

I attached pics of it in blender, in game, and the error I got from the blender geom tool. The highlighted part of the mesh is the section I'm trying to preserve IDs.

Is it possible to get these 2 things to work at the same time? I would manually assign each vertex ID if there's a way
Screenshots
Scholar
#2 Old 23rd Jul 2026 at 4:46 PM
The "helmet" you show in the first pic, looks to be more than just the EA scalp? If so, it won't work. That piece will have more vertices than the EA scalp, so ID numbering won't match up. As for morphs, the scalp doesn't morph. Open a bald hair in TSRW and cycle the morphs. The scalp area doesn't move.

Shiny, happy people make me puke!
Field Researcher
Original Poster
#3 Old 24th Jul 2026 at 10:42 AM
Quote: Originally posted by LadySmoks
The "helmet" you show in the first pic, looks to be more than just the EA scalp? If so, it won't work. That piece will have more vertices than the EA scalp, so ID numbering won't match up. As for morphs, the scalp doesn't morph. Open a bald hair in TSRW and cycle the morphs. The scalp area doesn't move.

Yes, it's the ea scalp. My hat thing is supposed to look skin-tight, but I edited it to be slightly bigger than the head. Thank you for pointing the scalp has no morph, that gave me the idea to split the mesh into 2 groups. Group 0 is the morphed face part and Group 1 is the static scalp.

First I exported as sim3pack then converted to package. I then opened the package in S3PE and exported the lod0 geoms and the bgeos. Next, I assigned the reference vertex ID to my scalp geom in MTK. With the face geom, I also tried renumbering with the reference geom but I checked "replace only 0 vertex ID." I was hoping this would assign ID to the line bridging the forehead and the scalp but I guess it didn't. Using the base geom, I converted the morphs to meshes. I edited my morphs in blender and then exported it all to a new folder. I replaced the scalp geom with the re-assigned one in s3pe. Then I used package tools to replace morphs with the edited ones. I closed everything and tested it in game.

The morphs work and the scalp is moving with the sliders. But the forehead part is unaffected by the scalp b slider, which shouldn't be happening because it's properly weighted to the face. Also, what happens if I uncheck "use reference mesh only" in MTK's auto-assign vertex ID tool?


The screenshots are to show the morphs working. The diagram is an attempt to visualize what I'm trying to do. I attached my workshop file, the package, and the vertex ID scalp geom I'm using to auto assign IDs. The alternative is to remake it using the object file simtanico included in her download, but then every male sim wearing the hat would have to use that slider .
Screenshots
Attached files:
File Type: zip  Helmet Test.zip (134.1 KB, 0 downloads)
Scholar
#4 Old 24th Jul 2026 at 11:27 PM
Quote: Originally posted by makiura
Yes, it's the ea scalp. My hat thing is supposed to look skin-tight, but I edited it to be slightly bigger than the head. Thank you for pointing the scalp has no morph, that gave me the idea to split the mesh into 2 groups. Group 0 is the morphed face part and Group 1 is the static scalp.

First I exported as sim3pack then converted to package. I then opened the package in S3PE and exported the lod0 geoms and the bgeos. Next, I assigned the reference vertex ID to my scalp geom in MTK. With the face geom, I also tried renumbering with the reference geom but I checked "replace only 0 vertex ID." I was hoping this would assign ID to the line bridging the forehead and the scalp but I guess it didn't. Using the base geom, I converted the morphs to meshes. I edited my morphs in blender and then exported it all to a new folder. I replaced the scalp geom with the re-assigned one in s3pe. Then I used package tools to replace morphs with the edited ones. I closed everything and tested it in game.

The morphs work and the scalp is moving with the sliders. But the forehead part is unaffected by the scalp b slider, which shouldn't be happening because it's properly weighted to the face. Also, what happens if I uncheck "use reference mesh only" in MTK's auto-assign vertex ID tool?

The screenshots are to show the morphs working. The diagram is an attempt to visualize what I'm trying to do. I attached my workshop file, the package, and the vertex ID scalp geom I'm using to auto assign IDs. The alternative is to remake it using the object file simtanico included in her download, but then every male sim wearing the hat would have to use that slider .


I don't use that tool for assigning vertex ID. I use the one in Geom Tools section of MTK.



Thing is, I don't understand why you are doing it this way? Seems harder than necessary, and the seams will never match up.

I would make this using b__Hat_grip__ .
Screenshots

Shiny, happy people make me puke!
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