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How do I assign my vertices to joints in Milkshape?

3D image with three-way arrows

It’s required to assign the vertices of most objects in Sims 3 (even static objects) to joints.

Animated objects such as doors will have several joints: one for each animated part, and another for all the remaining static parts of the mesh. Objects without any animated parts will have just one joint. Your object’s vertices must be assigned to each joint in the same way that the original EA object you are cloning was assigned:

assign vertices to joints

If you haven’t done so already, import the original EA mesh to import the joint information.

  • Click Milkshape‘s JOINTS tab and note how many joints there are.
  • Select a joint from the list and check what’s assigned to it (click the SELASSIGNED button).
  • Now select the corresponding vertices of your mesh (see image below).
    assign vertices to joints
  • Click the ASSIGN button.
  • Repeat for all joints in the list

Both low and high detail meshes must be assigned to joints. Shadows (sun shadow meshes, ground shadows and wall shadows) are not usually assigned to joints. A small number of objects such as lamps don’t have any joints. For detailed information on assigning vertices to joints, see Object Creation Part 1: The Beginner’s Guide To Meshing.

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