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Help with Custom Body - "Hole in mesh"


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Hello

 

Straight to the point:

I've created a custom body (modified cbbe body) with 3ds max, and I'm trying to get it to work with the Cbbe Morph sliders in-game. 

 

This is how I'm trying to achieve that: 

1. Open up Outfit Studio.

2. Load Reference... -> CBBE Body HDT

3. Load Outfit... -> From File -> (My custom mesh)

4. Sliders -> Conform All 

5. Save Project As... (un-tick "Copy reference shape into output")

 

At this point, my custom body can be found in the Outfit/Body tab, so now I can "Batch Build..." with "Build Morphs" enabled, which leaves me with a "femalebody_0.nif", "femalebody_1.nif" and "femalebody.tri" in the destination folder. 

 

Here's where things go wrong:

When I open the .nif bodies in Nifskope - and in-game, there's a hole in the mesh. On one of the legs a few triangles are simply... gone. I don't know how to fix this or what exactly is causing it, but I have made a few observations:

 

When I delete the NiSkinPartition in the BSDismemberSkinInstance the hole seems to fill up, so it's not an actual hole in the mesh. And when I open the body in 3ds max, you can see the BSDismemberSkin Modifier not covering up the entire model - only leaving out a small part of the mesh right about where the hole is in Nifskope and in-game. My guess is that the BSDismemberSkin has something to do with this problem...

 

The body/.nif is completely fine when exported directly from 3ds max. It only goes wrong like this when bodyslide creates the bodies. I've tried replacing the mesh of the bodyslide-version in Nifskope by importing the original as a .obj, but it gives the same results. And I've tried copying the NiStringExtraData that holds the data for Morphing from the bodyslide created version to the original file through Nifskope, but that only causes CTD's. So I've kind of come to a halt here.

 

Help? Please? :D

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Thank you for your answers. Although, none of it worked.

 

Strangely enough, I managed to get past this issue ("Fix it") through 3DS max.

I took the original model I had and welded all the vertices with 0,01. Then I continued as I previously described on Outfit Studio. 

Somehow, it worked.

 

I still don't know what the issue was or why it was happening, but since I managed to resolve it, I suppose I'll mark this thread as solved. 

 

:o

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