Basic “Prop Hunt” Model Swapping
Hey, Sims 3 noob here!
I’m trying to figure out how to completely swap a general Sim’s model with a generic object like a tree, a crate, or even a custom made object. Basically, I just want the Sim’s equivalent of the once popular Source Mod, Prop Hunt: no bone tweaking, just non-animated objects moving around with perhaps some direction and rotation of where they’re aiming.
I’ve made quite a few attempts by trying to adjust an already made .package meant to model swap another character; however, if I were to import and replace my custom mesh into said character, a ton of snags happen and I can only reach the Master Control CAS clothing section before the game ultimately crashes and shuts itself off.
1. I needed the same number of Groups for a full body replacement regardless of how simple the replacing object mesh is. A workaround I found was to make a dummy mesh within the working mesh just so it imports without any error.
2. I know for certain the new mesh might need a bone or two. Unfortunately, by attempting to transfer bones from the original object into this Frankenstein mesh, it makes the whole model disappear and only a few bones partially made it.
3. I tried to just add the mesh as a group of its own while shrinking the original meshes in MilkShape; however, it wouldn’t allow three groups to import and deleting the lesser important group takes me back to Sims 3 crashing again.
4. I’ve tried adding the same bones from the original mesh to the new one in Milkshape, but how that program selects vertices almost made me want to quit entirely!
I normally see simple model swapping to be a cinch with most games; so easy, it can be done with a few Action Replay codes in some cases! I now understand when it comes to Sims specifically, that’s a whole other can of worms to open. So how can one turn a family of Sims into a family of sentient cardboard boxes?
I do have S3PE, S3OC, and the Blender GEOM plugin, but I’m more of a loss with those three over TSRW and it feels like I’m already overcomplicating what may ultimately be a simple problem.