cmarinetti wrote: »
I've seen when the stitch data is removed all/most of the seams split. Wish I could post pictures.
Here are the pics I'd like to show SimGuruModSquad of my tests of the function of UV2 and other sim deformation data [..] The labels on the pictures are pretty self-explanatory, I hope. If the body morphs aren't being done with bones, I have to suspect the first UV map is also being used for morphs and (maybe) the 2nd UV overrides it. In fact, I ran into an accessory with no 2nd UV which deformed and split its seams with the body sliders.
SimGuruModSquad wrote: »
Appreciate your patience
Attached is a zip containing the .bt file for the deformer map resource. Additionally the zip includes a script file (with extension .sc) that can be run in the 010 Editor to decode the bitmap data to a BMP to better illustrate how the RLE compression and index table optimization works.
The data format is relatively straight forward, but more complicated than most because of the optional compression - I am pretty sure I've got it right but let me know if something looks wrong. Note that Maxis authored data is generally compressed. And ideally mods are also compressed, but you can create them as fully uncompressed which simplifies the data format but less optimal for the engine to load and use. Generating uncompressed files probably will make things easier at first while you guys are figuring things out.