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#1 Old 29th May 2025 at 4:40 PM
Default Renumbering Vertex ID
I understand why accessory have unique vertex ID starting with at least 40000, but it's nearly impossible to find a way to do so. Is there any tip for it?
Scholar
#2 Old 30th May 2025 at 12:03 AM
Quote: Originally posted by CHboom!
I understand why accessory have unique vertex ID starting with at least 40000, but it's nearly impossible to find a way to do so. Is there any tip for it?


Set it using Smug Tomato's Blender Geom Tools.
Screenshots

Shiny, happy people make me puke!
Test Subject
Original Poster
#3 Old 30th May 2025 at 3:58 AM
Thanks for your reply.





When I do recalculate with new start_id, end_id drastically decreases.(should be 56583, but 55519 in this case)

After replacing .simgeom in S3PE, then open it with TSRW, mesh explodes with morph slider.
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Inventor
#4 Old 30th May 2025 at 6:20 AM
Morphs are sets of coordinates for vertex IDs - this means that renumbering those IDs in any way will break existing morphs. They need to be remade or regenerated as your very last step.

You also need to update your GEOM Tools, the latest version doesn't have the Split UV Seams option.
A low end_id is normal though, vertices in identical or very similar positions can share an ID.

Cardinal has been taken by a fey mood!
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#5 Old 30th May 2025 at 3:54 PM
Quote: Originally posted by CHboom!
Thanks for your reply.





When I do recalculate with new start_id, end_id drastically decreases.(should be 56583, but 55519 in this case)

After replacing .simgeom in S3PE, then open it with TSRW, mesh explodes with morph slider.


AH! You didn't say you were doing this in s3pe, with morphs. Basically as @CardinalSims says... Each vertices has an ID number. Morphs are calculated by moving ID 1, from position A to position B. If you renumber, ID 1 will change, and not correspond to the morph ID 1. You'd have to remake the morphs to match ID numbers... whether in MTK or with geom tools.

Also, be careful with morphing necklaces, if you use a lot of JoshQ shoes, or in my specific case, a goth/ punk tf set I made with higher poly boots than I usually make. Accys and shoes will mess with each other's morphs.

Shiny, happy people make me puke!
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Original Poster
#6 Old 30th May 2025 at 5:08 PM
Quote: Originally posted by CardinalSims
Morphs are sets of coordinates for vertex IDs - this means that renumbering those IDs in any way will break existing morphs. They need to be remade or regenerated as your very last step.

You also need to update your GEOM Tools, the latest version doesn't have the Split UV Seams option.
A low end_id is normal though, vertices in identical or very similar positions can share an ID.


Thanks for your reply. First of all, I downgraded GEOM tools, because it worked anyway in the previous version. I don't know why, but it worked somehow. but this time, it's not working properly. However, - They need to be remade or regenerated as your very last step. - I don't get it. What does it mean?


Please check my workflow and please point out which part is wrong.

Step 1. Obj. to .Wso
Import Obj into Milkshape
Rename it group_base in case it has Morph
Extract it as .Wso

Step 2. MTK
In Auto tools for WSO, Assign Bones and Auto-create Morph with appropriate reference mesh.

Step 3. TSRW
Open af accessory necklace e g p collar, as it has morph option. Import .Wso. Do other jobs necessary such as texture, then Export it as .simpack.

Step 4. S3PE Convert .simpack into .package, then open it with S3PE. Extract first geom, which should be lod1.

Step 5. Blender
Import .simgeom into blender, then recaculate vertex id with certain number. Then, export it as .simgeom.

Step 6. S3PE replace exist .simgeom with newly vertex id assigned .simgeom.
Attached files:
File Type: zip  van cleef arpel alhambra necklace.zip (172.1 KB, 3 downloads)
Scholar
#7 Old 31st May 2025 at 2:19 AM
Quote: Originally posted by CHboom!
Thanks for your reply. First of all, I downgraded GEOM tools, because it worked anyway in the previous version. I don't know why, but it worked somehow. but this time, it's not working properly. However, - They need to be remade or regenerated as your very last step. - I don't get it. What does it mean?


Please check my workflow and please point out which part is wrong.

Step 1. Obj. to .Wso
Import Obj into Milkshape
Rename it group_base in case it has Morph
Extract it as .Wso

Step 2. MTK
In Auto tools for WSO, Assign Bones and Auto-create Morph with appropriate reference mesh.

Step 3. TSRW
Open af accessory necklace e g p collar, as it has morph option. Import .Wso. Do other jobs necessary such as texture, then Export it as .simpack.

Step 4. S3PE Convert .simpack into .package, then open it with S3PE. Extract first geom, which should be lod1.

Step 5. Blender
Import .simgeom into blender, then recaculate vertex id with certain number. Then, export it as .simgeom.

Step 6. S3PE replace exist .simgeom with newly vertex id assigned .simgeom.


Not sure you can mix and match Geom Tools. If you have Blender 2.8x, use the tool for that Blender version. You can still split seams the way it's being done in 2.9x, plus you still have the export seam fixer tool. The rest, I'll leave to CardinalSims to sort out. I've never done anything the way you describe.

Shiny, happy people make me puke!
Inventor
#8 Old 31st May 2025 at 2:30 AM
Last step as in, you have to do 'auto-create morph' after Step 6. Any morphs made earlier will be immediately broken by using 'Recalculate IDs'.

A few things could be changed about the workflow (Milkshape is not needed anymore, for example) but that's the main issue.
You can skip the .sims3pack step in TSRW by going to Edit > Project Contents > Export to Package as well
Test Subject
Original Poster
#9 Old 31st May 2025 at 4:21 AM
Quote: Originally posted by CardinalSims
Last step as in, you have to do 'auto-create morph' after Step 6. Any morphs made earlier will be immediately broken by using 'Recalculate IDs'.

A few things could be changed about the workflow (Milkshape is not needed anymore, for example) but that's the main issue.
You can skip the .sims3pack step in TSRW by going to Edit > Project Contents > Export to Package as well


In Step 7, what should I do? there are 2 auto-create morph in MTK, one is in autotools for GEOM, and the other is in autotools for WSO. I guess for GEOM, but I'am asking. furthermore, what file do I need to extract? BGEOs?
Inventor
#10 Old 31st May 2025 at 7:10 AM
You can try opening the package in TSRW again (from New Import, change the file type dropdown from .wrk to .package), and if it doesn't crash you can export the .wso and redo the morphs with the steps you're already used to.

If TSRW crashes (which it sometimes will for files modified by GEOM Tools), then yes you can use the Auto Tools for GEOM as an alternative.
You'll need to:
  • Export the highest LOD and the BGEOs from an EA reference, using S3PE.
  • Generate morph meshes with Auto Tools for GEOM.
  • Still in MTK, go to the Package Tools > Add Morphs tab. Untick the box about TGI, select 'Use GEOM Morph Meshes', and browse for the files generated in the previous step.
  • You can add each morph one after the other, pressing Add Morph to Package each time. Lastly, press Save Package when you are done.
Test Subject
Original Poster
#11 Old 2nd Jun 2025 at 7:44 PM
Quote: Originally posted by CardinalSims
You can try opening the package in TSRW again (from New Import, change the file type dropdown from .wrk to .package), and if it doesn't crash you can export the .wso and redo the morphs with the steps you're already used to.

If TSRW crashes (which it sometimes will for files modified by GEOM Tools), then yes you can use the Auto Tools for GEOM as an alternative.
You'll need to:
  • Export the highest LOD and the BGEOs from an EA reference, using S3PE.
  • Generate morph meshes with Auto Tools for GEOM.
  • Still in MTK, go to the Package Tools > Add Morphs tab. Untick the box about TGI, select 'Use GEOM Morph Meshes', and browse for the files generated in the previous step.
  • You can add each morph one after the other, pressing Add Morph to Package each time. Lastly, press Save Package when you are done.









After reassigning vertex id, right? I'm not sure from what part I did wrong. it's not working.
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Inventor
#12 Old 3rd Jun 2025 at 12:30 AM
That all looks good right up until the very end- clothes and accessories don't have a LOD0, so you'll want to add the morph to the LOD1 slot
Test Subject
Original Poster
#13 Old 3rd Jun 2025 at 3:53 PM
Quote: Originally posted by CardinalSims
That all looks good right up until the very end- clothes and accessories don't have a LOD0, so you'll want to add the morph to the LOD1 slot


I'm not sure what i've done wrong, but it doesn't work as well.
I've not tested it in game - as it takes too long to launch it, but in TSRW, error message comes up everytime I open it.
By the way, There's Sims 3 vertexID AUtonumber Tool in Milkshape, so I used it. However, renumbering isn't work at all. vertex number remains same.

Am I the only one who tried to renumbered vertex morphed accessory? I can't find any tutorial or so.
Scholar
#14 Old 3rd Jun 2025 at 4:40 PM
Quote: Originally posted by CHboom!
I'm not sure what i've done wrong, but it doesn't work as well.
I've not tested it in game - as it takes too long to launch it, but in TSRW, error message comes up everytime I open it.
By the way, There's Sims 3 vertexID AUtonumber Tool in Milkshape, so I used it. However, renumbering isn't work at all. vertex number remains same.

Am I the only one who tried to renumbered vertex morphed accessory? I can't find any tutorial or so.


You never said why you are so intent on manually renumbering???

Shiny, happy people make me puke!
Inventor
#15 Old 4th Jun 2025 at 12:57 AM
Quote: Originally posted by CHboom!
I've not tested it in game - as it takes too long to launch it, but in TSRW, error message comes up everytime I open it.

This doesn't necessarily mean it didn't work, it just means that TSRW is incompatible with changes made by other tools.
As I mentioned, it can crash because of GEOM Tools, changes made in S3PE, and maybe that method of adding morphs. If MTK didn't give you errors when adding them, it's likely fine.

The method I gave you is for a workflow that doesn't use TSRW at all, it's not a tool I use so the incompatibility doesn't affect me.
There is a Renumber Meshes tab in MTK that is maybe more suitable for your preferences? I just pitched in because GEOM Tools was recommended and that's what I use, but I may have added confusion

I second the above question, as GEOM Tools is relatively new and CC accessories have been made forever. I'm sure a TSRW workflow would inherit the correct IDs from an appropriate clone?

As an extra- when testing CC, it can help to install a world like Builder's Island to load quickly. I also remove all of my other mods and disable unnecessary packs during testing.
There isn't really a shortcut to knowing if something works ingame, don't avoid booting it up :p
Test Subject
#16 Old 4th Jun 2025 at 5:14 AM
Hi. I'm a novice at all of this, so I hesitated to reply to this topic. But if I'm not mistaken, what you are trying to do is covered in this tutorial by Bella Ohtori: https://bellakenobi.tumblr.com/post...laces-meshes-to

That is the tutorial I've followed recently to renumber morphed accessories so they didn't destroy high poly shoes and it has worked well for me so far.
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