![]() ![]() bin extension again and import it into TSRW through the same window you exported it from. Now you can import this file into Blender and do any edits you want, then when you're done you can simply export it as a. ![]() bin file extension to supported file types in it at some point before I properly release the new version. Now you will have to export it as a '.bin' file, then change the file extension to '.simgeom' for it to work with my add-on, I'll make sure to add the. To work with native Sims 3 file formats you will have to go to 'Edit -> Project Contents' in your opened TSRW project and right click -> export the file you need, in this case the GEOM files. This will of course require you to have a decent amount of knowledge on how to work Blender and specifically how to work with custom normals and/or the 'data transfer' modifier in Blender, but it does allow you to do everything in Blender, bone weights, UV mapping, etc. You can import those GEOM files directly into Blender with my add-on, I'd recommend using this preview of the upcoming new version, as it will allow you to keep the game's original normals. obj files, though it is possible to work with GEOM files native to the sims 3 package files. One of the things that really annoys me about TSRW is that they really try to force you to use their workflow with. Milkshape is not a very good 3D modeling program compared to Blender, Maya or 3DS Max, so as long as you know how blender works, making clothes in it will be a lot easier than in Milkshape. I actually have one question.so for what I understasnd It´s possible to create clothes in blender, then to milkshape, then to TSRW? it´s easier creating the clothes in blender? Im sorry everyone if I enter in the conversation XD ![]()
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