do we need to have the esp loaded in our game if we just use the replacers for the peropero robes replacer/standalone?
All the replacer esp seems to do is assign a different texture to a journeyman robe, if you're hurting for plugin slots I'd skip/remove it or merge it into another esp.
On a related note, while the Pero Pero Robes is the odd case where the original files aren't required I encourage everyone to check out Gomapero's blog, there's a lot of cool stuff in there.
Thanks, i have a question, maybe you can give me a pointer or two, i'm trying to convert this dress(actually it's already been converted to UUNP but has some clipping i'm trying to fix where the boobs bounce through the top, I usually have been successful with fixing this type of issue with most outfits that have it by going back in OS and copying the bone weights and then saving) and the long part that hangs down over the legs becomes deformed when i try to copy the bone weights in OS, i've tried several combinations and single bones for that part of the dress because i usually get the error when trying to save that i have to manually weight paint it. any tips? how did you do it with these robes and make that bottom part that hangs down so acceptable?
If you can tell me which outfit it'll give me a better mental image of what parts might be an issue.
When copying weights, if the portion of the dress that doesn't get weighted is small you can always try increasing the search radius, one of the options that show up when copying weights, this could be enough to paint the "nearby area". Otherwise, yeah, you have to look around and add the weighting that's left appropriately. Though you could also try masking the breast area, inverting the mask and then copy the weights (only the unmasked area will get it's weights updated), this might give you questionable results depending on how big of a change it makes.
As for shapes such as strands of cloth getting deformed when conforming... these are the options I consider:
1 - try to fix the deformity with the available tools, smoothening, moving the shape around, even just grabbing and moving bad vertices one by one;
2 - scrap the slider data for the sliders that deform the shape too much and shape the slider manually, yes, this means molding it from UUNP Base into whatever shape the slider takes, by hand;
3 - play around with the masking tool, conforming, and clearing slider data to preserve some of the conformed data that doesn't look deformed, discard and then manually shape the deformed area, this is tricky and only doable if the borders of the area you're masking don't undergo a lot of morphing.
If all of those sound like a huge hassle, well... it's because they are. ^^; I wish I knew an easier way.
Speaking of hassles, I've been playing around with this today, though it doesn't seem like the full outfit is published yet (I wish I knew Japanese...). No promises about it since doing a proper conversion of that microbikini is stupidly exhausting, it took me the whole day just to do the sliders needed for my preset. This is a good example of one where you'd have to manually shape a lot of sliders.
It's nice to have dense meshes for detail, but in cases where it's too dense it also means an absurd amount of minute tweaks are needed to fix deformations. I'll keep going until I get sick of it. xP
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