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stuffed_bunny

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  1. Every package contains a "Bodyslide UNP" folder. Just merge them together. Pretty much the same way as when manually installing a Skyrim mod containing a Data folder, just merge with the existing folder. Once this is done everything should work fine. Optionally, you may want to drop a Bodyslide.exe from Bodyslide 2 in the same folder, to get texture support in the preview (requires loose textures). Final note: the outfit packs only works for Body v0.4. Body v0.5 is not ready yet, and will require updated outfit sets.
  2. Unfortunately I have to drop this idea. Have tested some CBAdvanced presets and... the horror! It might still be a viable idea in theory, but would require tons of manual work. Unified UNP is still good for armor conversions, and Bodyslide UNP will continue as before, just no CB sliders.
  3. We have pretty much decided to work together. However, I have been mostly inactive for such a long time it's hard to get started again, so at this point I cannot promise too much. What btn2k3 has done is very close to what I intended with the new Bodyslide UNP, but with a twist: the ability to support Bodyslide CBBE presets, which in my opinion is a brilliant idea. There are tons of those presets, simply because it has far more users than Bodyslide UNP. With slider shapes that match close enough, moving from Bodyslide CBBE to UNP should be rather painless. Except for outfit support, which still require some work: 1. reweight outfit to UNPB, and switch body 2. check existing CBBE sliders for possible clipping 3. rebuild sliderset, and build new sliders for the UNP bodytypes and slider shapes ----- Technically, I will mostly stick to the existing UNPB mesh as baseshape, unless there is a strong case against. The default preset shape however will be Bodyslide CBBE (i.e CalienteBody/ShoulderTweak + SeamSm at low weight) The UNP seams is one problem, many UNP based bodies appear to have their own idea of where the seam vertices should be located. Halo sort of corrected this on his UNPCM variant, but that require its own texture. http://mod.dysintropi.me/unpcm-1-2-yet-another-fucking-fix-release/ At this point I'm not sure where to go with this, but there are two options: 1. leave them be - UNP textures will still work, but the mesh seams will forever remain slightly broken 2. mend the seams to be identical to Halo's high-poly hands and feet, and to the vanilla or Citrus head, this will require texture fixes, but could be a better long term solution Yup, some sliders should be inverted. And yes, the UNP sliders will be included, with a prefix to avoid name clashes. Thought I had fixed long ago, no? In my game the body has no spikes, maybe forgot to post the quick-fixed mesh. It's not a permanent fix, because all I did was let gerra's Mesh Rigger clean any vertices that had more than 4 bone influences, which actually created some holes in the belly and breasts weight paint.
  4. Ah ok, that worked. The only problem now, I have no clue what to set in the next window. ^^'' ___bodyfergrg.jpg Display name is the name of the set. Example: "Daedric Armor". Ouput file is the required nif file name without the _0/_1 extension. Example: "daedrictorsof" Data path, well duh... Example: meshes\armor\daedric Select low/high weight if the outift works with Skyrim's weight slider, most things do. Caution: if a mod does not support it, it could still use a name such as outfit_0.nif. Single weight does not add the _0 extension. Slider set file: the file name of the sliderset file, your choice Shape Data folder: folder will be added the ShapeData, if not already there Shape data file: the filename of the source nif (name doesn't matter) Copy reference: mark only if it is an armor that should contain a body shape (same as original nif file).
  5. Default Bodyslide: CBBE. My mod: UNP. And no, v0.5 is not compatible with v0.4. So far it's just a preview, stalled for months. Possibly will get some time to work on it this summer. Any armor mod needs Bodyslide support to work. When v0.5 is complete and existing sets have been updated, Remodeled armor might be ported, slowly. I won't support Bombshape as a source shape, so they may need to be ported to 7B first... then again it's possible to invert the 7Bomb_1 slider instead. I know UNPB is a bit uneven, but have never noticed it on UNP. As for BreastWidth, you can type in negative numbers in the textbox to bring them closer together. Works ok down to -100%. At some point I hope to include some Pushup slider to complement it. The Cleavage sliders doesn't work so well with UNP.
  6. Perhaps citrus could be of some use? If you have a cbbe shape of citrus, and any unp shape. The idea is to use a UV-based reshaping tool, such as gerra's Clothing converter and use that to port the UNP variant you want to citrus. Some manual aftertouch might be necessary. Then use the citrus nif and slide it to a cbbe.shaped baseshape, set baseshape, and import the ported unp variant as a slider shape. Instant win. In the meantime, there are already conversions references for most unp shapes here: http://www.loverslab.com/index.php?app=core&module=attach&section=attach&attach_id=71547 (the UNPBO sliders might be a bit outdated)
  7. Wrong thread but nevermind... About hands and feet: It's possible that the Bombshape mesh used by that sliderset is unable to produce hand and feet seams compatible with UNP/B or 7B bodies. Bombshape includes its own meshes for hands and feet, possibly with different bone translations than UNP-based bodies. This could mean that it's not enough with identical vertex positions, animations might still break them apart. As for the problem in the images... there is a long mesh seam there, but normally it should never break apart. What other presets did you try? Only thing I can suggest now is to use Bodyslide UNP v0.5 to build a HDT body instead. The base meshes are UNP, UNBP and 7B, and there should not be any seam issues at all. (exception: Topmodel high weight, but that's just Topmodel).
  8. Good to hear I'm not the only one with broken partions from Blender exports. As for Max, I'm not a user, myself... but from seeing lots of meshes, some of which had very strange scaling problems, it may be good to be aware that possibly in some situations it may scale the whole mesh with the skeleton. Or even move bones around, and vertices to compensate. This should not cause any in-game problems, until you add Bodyslide compability into the equation. Just saying. Disclaimer: perhaps it's not just Max that cause such issues, but afaik Blender does not. So what else?
  9. I did nothing to these meshes except copying all of them into a single nif, instead of using five different nifs. But yes, the Pubes shape has different Shader type and flags than the others. Hopefully this is the cause, and not an offset problem (i.e pubes placed within the body). Suggestion: use Nifscope to replace the BSlighting with a working one, and test.
  10. Most probably has nothing to do with weighting. I can only see two reasons that could cause this: 1. Those vertices are accidently zapped. 2. Those vertices has the wrong partition number. Check the output nif with Nifscope. If nothing is zapped, compare the partitions with the original mesh.
  11. 1. Convert from CBBE to UNPB. 2. Reweight for UNBP HDT, or UNPB DG HDT (dreamgirl wights). 3. Either: * make sliderset for Bodyslide UNPB (but it's a work in progress, and many non-bodytype sliders will be modified) or * make conversion set from UNPB to your custom body: A. load custom high weight body, export shape as obj B. load custom low weight body, export shape as obj C. load UNPB body mesh D. make two sliders: High and Low E. import slider shape for both sliders, save project
  12. Install 7B Bombshape. Is that SFW Bikini? I have no idea why that would happen... Excellent english, but I know what you mean... Topmodel only uses hands, feet and head of a low weight body. You need to overwrite every non-body _1 mesh with the _0 mesh, and also get a new head mesh: http://www.nexusmods.com/skyrim/mods/41051/
  13. I'll just quote myself: First preview of many, this includes UNPB and 7B support, and most UNP/7B variants as sliders: * UNP/Skinny, UNPB, UNPC/M, all Sevenbase variants, and Topmodel (watch out for seams). Again, select the UNPB HDT set, then a 7B preset (there are five of them). Done. What's not included is the 7B Bombshape wrist/ankle seams. So, if you use Bombshape assets with Bodyslide UNP you'll get seams. If you use blabba Bombshape HDT without those assets you get seams. Possibly you can get seams by using a different skeleton than XPMSE too.
  14. Not sure, but I think you mixed some things up here. The v0.5 preview only contains UNP/UNBP/7B bodies. The DG variant use boneweights copied from Dreamgirl, but it's still UNPB and require UNP assets. As for Bodyslide Dreamgirl, that is not even a work in progress. Maybe some day, but not for long. It's part of v0.5 preview.
  15. Try the UNPB HDT body with a 7B Bombshell preset. Yup. The bodytype sliders may be hard to get used to at first, but they do provide the complete shapes of (almost) all UNP-based bodies. It has always been part of the plan to port a few of the most useful CB++ sliders, BigTorso is one, but possibly I'll need to remake it from scratch. For the CB++ one, I started with a basic big/chubby preset, and aded more meat to the upper body until it looked resonably natural.
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