It is best to start big and then work your way down to the fine details of fingers and toes. Once you are satisfied with the angle and position of your pelvis, you can go back to the joints list and choose something else. For instance, in the "front view" panel the pelvis can only move left and right, and in the "right/left view" panel the pelvis can only move back and forth. In order to get the pelvis in the correct position it will take a matter of adjusting between the panels seeing as only one direction is possible in each panel. Now if you have the pelvis joint selected and you put your cursor into one of the smaller panels and click and drag, you will see the pelvis move in the direction you grabbed it. If you have Milkshape set up like I do, I keep the top left panel as front view, and use the panel under it to flip between right/left view and top/bottom view. Now in the big main 3D panel, you can not actually move anything in it, that panel is for viewing only, but it makes it much easier to get the right angles and such. Each joint will light up to show you where on the skeleton it is so you are aware of what you are moving, however the names of the joints are pretty easy to figure out (except on the Child rig, for some reason they are all out of order, but still they are still named correctly). Click on any joint, if you scroll the list all the way to the top, you will see two ROOT joints (don't mess with those unless you are fixing floating or sinking), and then you will see Pelvis and spine joints.
Now go to the "Joints" tab and for now make sure that "Show Skeleton" is ticked (you can turn the skeleton off later once you are comfortable with everything). You should never use anything besides "Rotate" unless you need to fix floating or sinking, but I'll get to that later. In the "Model" tab make sure "Rotate" is clicked in, it should be blue when it's selected. If you click the "Model" move the ticks into "Origin" and "Local", otherwise, when you work with toes, fingers, or the head some very weird things will happen. Save your pose file in your new folder on the desktop or where ever you put your pose folder.Ĥ.To start off, you'll need to make sure Milkshape is ready to work with your skeleton. It has to start like that in order for it to work correctly. VERY IMPORTANT: Right click and choose "Export and rename", choose a name that starts with a_ such as a_pose1. Now scroll through the files and find the highlighted file in picture "a_xevt_701". To make it even easier, click on "Name" in the explore window to put everything in alphabetical order. Now tick the boxes "Display: name" and "tags". In order to make it easier to find what we're looking for tick the box "sort" in the bottom left hand corner of S3PE. Once that is open, S3PE will look like a giant mess of numbers and letters. MAKE SURE "OPEN AS READ ONLY" IS TICKED BEFORE CLICKING "OPEN".
Once there open the fullbuild0.package found at "GameData->Shared->Packages". To get to that folder on my computer I have to go to "C:->ProgramsFiles->Electronic Arts->The Sims 3". Navigate to your Sims 3 folder in the C: drive. If you really want to be super-organized like me, you should make folders for each individual pose, because trust me, these files get messy and hard to read. In order to stay organized, it helps to make folders inside your main pose folder and name them with the name of the pose or pose pack you are working on. I usually keep my "Poses" folder on my desktop. Make a folder somewhere where you can get to it quickly and easily and name it something like "My Poses".