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Clothing Bodytype Converter V.5.0 (12.24.2013)


gerra6

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Posted

I keep getting Python errors. I used the Blender nif import settings seen HERE, (and then tried the ones shown in the possibly incomplete Blender NIF Import/Export tutorial on the Nexus - they're almost identical) but I keep getting "see console" warnings.

 

 

NIF warning:

 

Blender NIF Scripts 2.5.5 (running on Blender 249, PyFFI 2.1.5)
Traceback (most recent call last):
  File "C:\Program Files (x86)\Blender Foundation\Blender\.blender\scripts\bpymo
dules\nif_common.py", line 1227, in gui_button_event
    self.gui_exit()
  File "C:\Program Files (x86)\Blender Foundation\Blender\.blender\scripts\bpymo
dules\nif_common.py", line 1579, in gui_exit
    self.callback(**self.config)
  File "C:\Program Files (x86)\Blender Foundation\Blender\.blender\scripts\impor
t\import_nif.py", line 3750, in config_callback
    importer = NifImport(**config)
  File "C:\Program Files (x86)\Blender Foundation\Blender\.blender\scripts\impor
t\import_nif.py", line 170, in __init__
    data.inspect(niffile)
  File "C:\Python26\lib\site-packages\pyffi\formats\nif\__init__.py", line 1258,
 in inspect
    self.header.read(stream, data=self)
  File "C:\Python26\lib\site-packages\pyffi\object_models\xml\struct_.py", line
354, in read
    attr_value.read(stream, data)
  File "C:\Python26\lib\site-packages\pyffi\object_models\xml\array.py", line 30
0, in read
    elem.read(stream, data)
  File "C:\Python26\lib\site-packages\pyffi\object_models\common.py", line 691,
in read
    % (length, stream.tell()))
ValueError: string too long (0x640C0000 at 0x0000003A)
 

 

 

 

 

OBJ warning:

 

Compiled with Python version 2.6.2.
Checking for installed Python... got it!

importing obj "C:\Users\[mynamehere]\Desktop\Vanilla Body Mesh\Vanilla Body 0 OBJ.obj"
        parsing obj file "C:\Users\[mynamehere]\Desktop\Vanilla Body Mesh\Vanilla Body
0 OBJ.obj"... 0.0368 sec
        loading materials and images... 0.0016 sec
        building geometry...
        verts:2029 faces:3100 materials: 3 smoothgroups:0 ... 0.0168 sec
finished importing: "C:\Users\[mynamehere]\Desktop\Vanilla Body Mesh\Vanilla Body 0 OBJ
.obj" in 0.0556 sec.

importing obj "C:\Users\[mynamehere]\Desktop\UNPB Body Mesh\UNPB Body 0 OBJ.obj"
        parsing obj file "C:\Users\[mynamehere]\Desktop\UNPB Body Mesh\UNPB Body 0 OBJ.
obj"... 0.1479 sec
        loading materials and images... 0.0010 sec
        building geometry...
        verts:6850 faces:13080 materials: 2 smoothgroups:0 ... 0.0676 sec
finished importing: "C:\Users\[mynamehere]\Desktop\UNPB Body Mesh\UNPB Body 0 OBJ.obj"
in 0.2170 sec.

importing obj "C:\Users\[mynamehere]\Desktop\Vanilla Body Mesh\Vanilla Body 0 OBJ.obj"
        parsing obj file "C:\Users\[mynamehere]\Desktop\Vanilla Body Mesh\Vanilla Body
0 OBJ.obj"... 0.0357 sec
        loading materials and images... 0.0016 sec
        building geometry...
        verts:2029 faces:3100 materials: 3 smoothgroups:0 ... 0.0164 sec
finished importing: "C:\Users\[mynamehere]\Desktop\Vanilla Body Mesh\Vanilla Body 0 OBJ
.obj" in 0.0540 sec.

importing obj "C:\Users\[mynamehere]\Desktop\Vanilla Body Mesh\Vanilla Body 0 OBJ.obj"
        parsing obj file "C:\Users\[mynamehere]\Desktop\Vanilla Body Mesh\Vanilla Body
0 OBJ.obj"... 0.0355 sec
        loading materials and images... 0.0017 sec
        building geometry...
        verts:2029 faces:3100 materials: 3 smoothgroups:0 ... 0.0162 sec
finished importing: "C:\Users\[mynamehere]\Desktop\Vanilla Body Mesh\Vanilla Body 0 OBJ
.obj" in 0.0538 sec.

importing obj "C:\Users\[mynamehere]\Desktop\UNPB Body Mesh\UNPB Body 0 OBJ.obj"
        parsing obj file "C:\Users\[mynamehere]\Desktop\UNPB Body Mesh\UNPB Body 0 OBJ.
obj"... 0.1478 sec
        loading materials and images... 0.0017 sec
        building geometry...
        verts:6850 faces:13080 materials: 2 smoothgroups:0 ... 0.0672 sec
finished importing: "C:\Users\[mynamehere]\Desktop\UNPB Body Mesh\UNPB Body 0 OBJ.obj"
in 0.2170 sec.

importing obj "C:\Users\[mynamehere]\Desktop\Vanilla Body Mesh\Vanilla Body 0 OBJ.obj"
        parsing obj file "C:\Users\[mynamehere]\Desktop\Vanilla Body Mesh\Vanilla Body
0 OBJ.obj"... 0.0349 sec
        loading materials and images... 0.0019 sec
        building geometry...
        verts:2029 faces:3100 materials: 3 smoothgroups:0 ... 0.0158 sec
finished importing: "C:\Users\[mynamehere]\Desktop\Vanilla Body Mesh\Vanilla Body 0 OBJ
.obj" in 0.0531 sec.

importing obj "C:\Users\[mynamehere]\Desktop\UNPB Body Mesh\UNPB Body 0 OBJ.obj"
        parsing obj file "C:\Users\[mynamehere]\Desktop\UNPB Body Mesh\UNPB Body 0 OBJ.
obj"... 0.1424 sec
        loading materials and images... 0.0015 sec
        building geometry...
        verts:6850 faces:13080 materials: 2 smoothgroups:0 ... 0.0663 sec
finished importing: "C:\Users\[mynamehere]\Desktop\UNPB Body Mesh\UNPB Body 0 OBJ.obj"
in 0.2107 sec.
***Begin***
['CTL_DefaultSettings.cfg', 'CTL_FullBodySettings.cfg', 'CTL_LowerBodySettings.c
fg', 'CTL_SELECTED.cfg', 'CTL_UpperBodySettings.cfg', 'nifscripts.cfg', 'readme.
txt']
['CTL_DefaultSettings', 'CTL_FullBodySettings', 'CTL_LowerBodySettings', 'CTL_SE
LECTED', 'CTL_UpperBodySettings', 'nifscripts', 'readme.txt']
{'Profile': 'CTL_DefaultSettings', 'Menu': 'Simple'}
CurrentSettings {'Profile': 'CTL_DefaultSettings', 'Menu': 'Simple'}
CTL_UpperBodySettings
CTL_LowerBodySettings
CTL_DefaultSettings
CTL_FullBodySettings
Traceback (most recent call last):
  File "<string>", line 1, in <module>
  File "C:\Program Files (x86)\Blender Foundation\Blender\.blender\scripts\objec
t_create_transformation_lattice.py", line 2191, in <module>
    main()
  File "C:\Program Files (x86)\Blender Foundation\Blender\.blender\scripts\objec
t_create_transformation_lattice.py", line 2070, in main
    if not Draw.PupBlock('Select Vertex Groups for ' + ob_ctx.getName(),vert_gro
ups):
ValueError: expected a string and a non-empty sequence.


 

 

I can change a .NIF to an .OBJ through NifSkope 1.1.0 "RC7"(?), and import that to Blender instead (Blender did not like the .OBJ body I exported from 3dsMax - it had weird spikes all over it, so I tried NifSkope instead), but when I do that I don't see any skeleton to delete, so I think I'm missing something... :huh:

 

 

*I thought I'd start with something simple to learn the process, and re-create a Vanilla-to-UNPB Hide armour, as the one I have from Brokefoot's pack has some strange clipping/black patches around the upper thighs/crotch. My goal here is to start morphing the Vanilla & DLC armours for SevenBase.

Posted

Tried a work-around, but still getting Python errors ("see console") -

 

 

Compiled with Python version 2.6.2.
Checking for installed Python... got it!


Importing 3DS: "C:\Users\[mynamehere]\Desktop\Vanilla Body Mesh\Vanilla Body 0 MAX skel
 removed.max"
        Fatal Error:  Not a valid 3ds file:  C:\Users\[mynamehere]\Desktop\Vanilla Body
 Mesh\Vanilla Body 0 MAX skel removed.max


Importing 3DS: "C:\Users\[mynamehere]\Desktop\Vanilla Body Mesh\bgtfdbgfdbg.3DS"
finished importing: "C:\Users\[mynamehere]\Desktop\Vanilla Body Mesh\bgtfdbgfdbg.3DS" i
n 3.9593 sec.


Importing 3DS: "C:\Users\[mynamehere]\Desktop\UNPB Body Mesh\UNPB body 0 3DS.3DS"
finished importing: "C:\Users\[mynamehere]\Desktop\UNPB Body Mesh\UNPB body 0 3DS.3DS"
in 4.0501 sec.
***Begin***
['CTL_DefaultSettings.cfg', 'CTL_FullBodySettings.cfg', 'CTL_LowerBodySettings.c
fg', 'CTL_SELECTED.cfg', 'CTL_UpperBodySettings.cfg', 'nifscripts.cfg', 'readme.
txt']
['CTL_DefaultSettings', 'CTL_FullBodySettings', 'CTL_LowerBodySettings', 'CTL_SE
LECTED', 'CTL_UpperBodySettings', 'nifscripts', 'readme.txt']
{'Profile': 'CTL_DefaultSettings', 'Menu': 'Simple'}
CurrentSettings {'Profile': 'CTL_DefaultSettings', 'Menu': 'Simple'}
CTL_UpperBodySettings
CTL_LowerBodySettings
CTL_DefaultSettings
CTL_FullBodySettings
***Begin***
['CTL_DefaultSettings.cfg', 'CTL_FullBodySettings.cfg', 'CTL_LowerBodySettings.c
fg', 'CTL_SELECTED.cfg', 'CTL_UpperBodySettings.cfg', 'nifscripts.cfg', 'readme.
txt']
['CTL_DefaultSettings', 'CTL_FullBodySettings', 'CTL_LowerBodySettings', 'CTL_SE
LECTED', 'CTL_UpperBodySettings', 'nifscripts', 'readme.txt']
{'Profile': 'CTL_DefaultSettings', 'Menu': 'Simple'}
CurrentSettings {'Profile': 'CTL_DefaultSettings', 'Menu': 'Simple'}
CTL_UpperBodySettings
CTL_LowerBodySettings
CTL_DefaultSettings
CTL_FullBodySettings
***Begin***
['CTL_DefaultSettings.cfg', 'CTL_FullBodySettings.cfg', 'CTL_LowerBodySettings.c
fg', 'CTL_SELECTED.cfg', 'CTL_UpperBodySettings.cfg', 'nifscripts.cfg', 'readme.
txt']
['CTL_DefaultSettings', 'CTL_FullBodySettings', 'CTL_LowerBodySettings', 'CTL_SE
LECTED', 'CTL_UpperBodySettings', 'nifscripts', 'readme.txt']
{'Profile': 'CTL_DefaultSettings', 'Menu': 'Complex'}
CurrentSettings {'Profile': 'CTL_DefaultSettings', 'Menu': 'Complex'}
CTL_UpperBodySettings
CTL_LowerBodySettings
CTL_DefaultSettings
CTL_FullBodySettings
Traceback (most recent call last):
  File "<string>", line 1, in <module>
  File "C:\Program Files (x86)\Blender Foundation\Blender\.blender\scripts\objec
t_create_transformation_lattice.py", line 2191, in <module>
    main()
  File "C:\Program Files (x86)\Blender Foundation\Blender\.blender\scripts\objec
t_create_transformation_lattice.py", line 2070, in main
    if not Draw.PupBlock('Select Vertex Groups for ' + ob_ctx.getName(),vert_gro
ups):
ValueError: expected a string and a non-empty sequence.

 

 

As I couldn't work out how to remove the skeleton in Blender (as I can't get it to show in order to be deleted - see post above), what I did was import the .NIF to 3dsMax, but de-selected "import skeleton" (so, basically imported the body mesh without the skeleton), then exported as a .3ds file (tried a couple of other formats, Blender Says No). The result seemed to be that I could import the .3ds into Blender easily enough, but now it won't execute the lattice-making script and gives the error supplied. :(

 

If anyone knows the fixes, please don't be shy - I'd like to hear from you! :)

Posted

Hellos. I managed to get this script working and made a converter from Type 3 Cali to Type N for Fallout. Now it works, though of course I need to do a little editing on the mesh I am working on to make it perfect as there is some clipping. The issue I am running into is that when I go into edit mode, the vertices appear in the original shape of the type 3 cali mesh, even though when in object mode, they appear in the new shape the lattice assigned to them. This makes it a bit difficult to edit, and I was just wondering if that's normal or If I need to set something different in the parameters when running the lattice.

 

 

Edit: Nevermind. I hadn't followed the apply latice in the modifier's step properly. Problem solved.

Posted

Tried a work-around, but still getting Python errors ("see console") -

 

 

Compiled with Python version 2.6.2.

Checking for installed Python... got it!

 

 

Importing 3DS: "C:\Users\[mynamehere]\Desktop\Vanilla Body Mesh\Vanilla Body 0 MAX skel

 removed.max"

        Fatal Error:  Not a valid 3ds file:  C:\Users\[mynamehere]\Desktop\Vanilla Body

 Mesh\Vanilla Body 0 MAX skel removed.max

 

 

Importing 3DS: "C:\Users\[mynamehere]\Desktop\Vanilla Body Mesh\bgtfdbgfdbg.3DS"

finished importing: "C:\Users\[mynamehere]\Desktop\Vanilla Body Mesh\bgtfdbgfdbg.3DS" i

n 3.9593 sec.

 

 

Importing 3DS: "C:\Users\[mynamehere]\Desktop\UNPB Body Mesh\UNPB body 0 3DS.3DS"

finished importing: "C:\Users\[mynamehere]\Desktop\UNPB Body Mesh\UNPB body 0 3DS.3DS"

in 4.0501 sec.

***Begin***

['CTL_DefaultSettings.cfg', 'CTL_FullBodySettings.cfg', 'CTL_LowerBodySettings.c

fg', 'CTL_SELECTED.cfg', 'CTL_UpperBodySettings.cfg', 'nifscripts.cfg', 'readme.

txt']

['CTL_DefaultSettings', 'CTL_FullBodySettings', 'CTL_LowerBodySettings', 'CTL_SE

LECTED', 'CTL_UpperBodySettings', 'nifscripts', 'readme.txt']

{'Profile': 'CTL_DefaultSettings', 'Menu': 'Simple'}

CurrentSettings {'Profile': 'CTL_DefaultSettings', 'Menu': 'Simple'}

CTL_UpperBodySettings

CTL_LowerBodySettings

CTL_DefaultSettings

CTL_FullBodySettings

***Begin***

['CTL_DefaultSettings.cfg', 'CTL_FullBodySettings.cfg', 'CTL_LowerBodySettings.c

fg', 'CTL_SELECTED.cfg', 'CTL_UpperBodySettings.cfg', 'nifscripts.cfg', 'readme.

txt']

['CTL_DefaultSettings', 'CTL_FullBodySettings', 'CTL_LowerBodySettings', 'CTL_SE

LECTED', 'CTL_UpperBodySettings', 'nifscripts', 'readme.txt']

{'Profile': 'CTL_DefaultSettings', 'Menu': 'Simple'}

CurrentSettings {'Profile': 'CTL_DefaultSettings', 'Menu': 'Simple'}

CTL_UpperBodySettings

CTL_LowerBodySettings

CTL_DefaultSettings

CTL_FullBodySettings

***Begin***

['CTL_DefaultSettings.cfg', 'CTL_FullBodySettings.cfg', 'CTL_LowerBodySettings.c

fg', 'CTL_SELECTED.cfg', 'CTL_UpperBodySettings.cfg', 'nifscripts.cfg', 'readme.

txt']

['CTL_DefaultSettings', 'CTL_FullBodySettings', 'CTL_LowerBodySettings', 'CTL_SE

LECTED', 'CTL_UpperBodySettings', 'nifscripts', 'readme.txt']

{'Profile': 'CTL_DefaultSettings', 'Menu': 'Complex'}

CurrentSettings {'Profile': 'CTL_DefaultSettings', 'Menu': 'Complex'}

CTL_UpperBodySettings

CTL_LowerBodySettings

CTL_DefaultSettings

CTL_FullBodySettings

Traceback (most recent call last):

  File "<string>", line 1, in <module>

  File "C:\Program Files (x86)\Blender Foundation\Blender\.blender\scripts\objec

t_create_transformation_lattice.py", line 2191, in <module>

    main()

  File "C:\Program Files (x86)\Blender Foundation\Blender\.blender\scripts\objec

t_create_transformation_lattice.py", line 2070, in main

    if not Draw.PupBlock('Select Vertex Groups for ' + ob_ctx.getName(),vert_gro

ups):

ValueError: expected a string and a non-empty sequence.

 

 

 

 

As I couldn't work out how to remove the skeleton in Blender (as I can't get it to show in order to be deleted - see post above), what I did was import the .NIF to 3dsMax, but de-selected "import skeleton" (so, basically imported the body mesh without the skeleton), then exported as a .3ds file (tried a couple of other formats, Blender Says No). The result seemed to be that I could import the .3ds into Blender easily enough, but now it won't execute the lattice-making script and gives the error supplied. :(

 

If anyone knows the fixes, please don't be shy - I'd like to hear from you! :)

 

*Note that I have also tried removing the BSLightingShaderProperty everywhere I can see it on the .NIF (Vanilla body, in this case), and Blender still won't import. I get the same error.

 

If anyone is able to help with this, please do chime in - I do need assistance. :)

 

UPDATE:

 

.NIF IMPORT PROBLEMS SOLVED BY RAZORPONY AT NEXUS, WITH THE HELPFUL ASSISTANCE OF NEPHENEE13!! YAY!!! :lol:

  • 3 weeks later...
Posted

Unfortunately Gerra6 has been absent for quite a long time so I am not sure anyone can help you.  All I can recommend is try building a new lattice, carefully following all the steps and see if you get the error again.  Sorry I can't be more helpful.

Posted

@cobme, looks like you didn't select any vertex groups.

 

You need to either disable vertex groups, or select some from the list (the converter works a lot better if it's a rigged mesh with vertex groups).

Posted

@GKM How do I select vertex vertex group ? Or disable them ? I think it should be in edit mode but I can't find anything that says "select vertex groups" or something similar... 

Posted

@cobme you misunderstand, I mean from the dialogs

 

The first dialog that shows up when you use the tool has the enable/disable vertex groups button:

post-58669-0-93639600-1372824847_thumb.png

 

If you have that selected a second screen pops up with a list of vertex groups, if you select that button, you must select at least one vertex group.

the screenshot here is from manga to a-cup (first example), but it's a good setting for bbb enabled upper bodies.

post-58669-0-13347600-1372824853_thumb.png

 

Look through the first post and/or the readme to see what all the options do, it's a pretty complex tool.

Posted

wow what a wonder! I am going to try this, with much interest Have had a hard time finding H Cup outfits and armour for my companions and had just about given up hope because not many are making conversions these days for OB. thanks so much. I will take it step by step as i do modelling for other sims and have the skills to make mods but not to do the blender work here, ..yet.

 

will start soon with you as a wonderful guide. your read mes are awesome!

Posted

@GKM Thank you very much for the explanation, I got one step further. Now I am trying to convert the clothes accurately to the desired body type, but the clothes clip and the lattice is being inconsistent... For example, when converting boot from a smaller leg size to a bigger one, the boots will expand fine but when converting panties\underwear, they will shrink instead of expanding to the correct shape and therefore clip with the body mesh. Same thing goes for bras\tops.

The tutorial suggests changing the growth margin, but I do not know where is it or how to change it.

 

TL; DR Could someone please show me where\how to change the growth margin ? To prevent or adjust clipping...

Posted

Alright, so you know how there was the button which said "vertex groups"? Growth margin is there. It's on the far left column, near the top. In fact pretty much all the options are on that very dense screen.

 

I've had the best luck leaving everything as the defaults, and then tweaking with sculpt mode or proportional editing. It's highly unlikely that the lattice will produce a perfect conversion.

 

 

Posted

The lattice tends to do a better job when you are going from small to large.  If you are shrinking something (boobs, butt or whatever) it doesn't do as good a job.

Posted

Thank you GKM and greg.

This is getting more complicated than I thought it would be and it definitely requires more knowledge.

 

Could I ask you for a good sculpting and editing tutorial for blender (or a different utility program, if it is better) that deals with converting and transforming meshes ?

Posted

Sorry if I'm a complete dunce, but I'd like a semi-definitive conclusion to what blender to use for Skyrim and this lovely script/s.

Any leads that I find just lead to scattered results and unpromising outcomes/results.  3ds doesn't seem to have this level of support.

 

Help with the following would be nice:

- Do I get   2.4.9b   from here :  http://www.loverslab.com/topic/9657-which-version-of-blender/

- an install guide would be nice (any fluff that does not need to be installed?  I don't do animations :{  )

- and this script/s  (I don't even know if it's compatible with skyrim)

- any scripts that make adding/copying skin data would be nice (skyrim compatability would be nice).

 

-------------------------------------------------------------------

 

I'm mostly going from CBBE, UNP, ADEC   to   CHSBHC  and the larger  ADM.

 

-------------------------------------------------------------------

 

If I'm barking up the wrong tree then please feel free to smash my face in. 

 

 

Posted

I'll see if I can help, though I still don't own Skyrim (the Steam Summer sale is looking really tempting though, I still want to get Brave New World though... but it refuses to go on sale except the flash sale that I missed.)

 

This script doesn't care about what game the mesh came from at all, it could be used by any game with Blender import/export.

 

It only cares about Blender version, you must be using Blender 2.49b (or at least Blender 2.4x, but why use an older version of 2.4?).

 

this looks pretty definitive as far as Skyrim/Import/Export, but again I have no idea.

 

There isn't anything specific for animations, the Nif Scripts for Blender handle both .nif and .kf files, there aren't separate version for meshes and animations.

 

I'm not 100% sure what you mean by "Skin Data Copy"? you can copy/duplicate skin instances (NiSkinInstance) with NifSkope, but I think you might mean bone weight copy? In which case you want this.

Posted

The Blender Portable by Room207 works best for the scripts that Gerra6 made: http://oblivion.nexusmods.com/mods/42755//?

The nice thing is it is completely self contained (there is no install, you just unzip it to the location you want, and you don't need to install anything else, besides Gerra6's scripts of course.  :P

 

As to your other comments, Gerra6 has not been back to the forum since Apr 06th of this year, so new features are probably never going to happen.  There is "some" Skyrim compatibility by mainly the scripts seem to work best for Oblivion, Fallout and FNV.  This particular script should work just fine for Skyrim as it is just shrinking or enlarging based on your lattice.

Posted

thank you GKM andgregathit.

 

skin weight I suppose is bone weight...my terminology is horrid. I'll go ahead with the portable. I had downloaded 2.6 something, and well I can't seem to completely remove python. I wish there were better forms of getting this kind of info out faster and clearer.

 

thanks again. the thread I posted just made everything seem so bleak. I'll get to this as soon as I finish watching top gear. :)

 

final thanks and goodbye for now.

Posted

I read thru most of this thread and all of the first prob 5-6 pages.

 

Correct me if I'm wrong BUT . . .

 

It appears that this has the greatest problem with large changes. skinny to pregnant, Loli or boyish or A-cup to DMRA/CHSBHC.

 

But, and this is my intention, if i'm in skyrim going from CBBE3 to UNPB to ADEC to CBBE Bodyslide, these conversion are relatively subtle and stable.

 

Yes?

Posted

It's really up to how well you tinker with bunch of options. This is still usable and viable on the meshes with huse difference, althogh I'm the one who continuously rambled about pregnant body performance to gerra. Otherwise for meshes with small difference - very quick and easy. Flat to DMRA, no problem. ( somewhat problematic in the other way around, anyway)

Posted

Exactly as movomo stated.  It has problems shrinking.  Enlarging works very well and is pretty much hitch free.  With shrinking you will end up doing some sculpting.

Posted

I want to try to convert a UNPB armor to Sevenbase Bombshell in Skyrim. I've tried my best to follow the original post's instructions, but I'm not sure if I'm doing it right. I've attached four screenshots corresponding to steps 5, 7 (two parts), and 8.

 

post-86261-0-17580300-1375234396_thumb.pngpost-86261-0-35900200-1375234397_thumb.pngpost-86261-0-43514100-1375234398_thumb.pngpost-86261-0-00297300-1375234399_thumb.png

 

My step 8 just looks wrong. I guess I'm really not sure of what to do in step 7.

Posted

Alright, I'm not entirely sure what I'm seeing in these screenshots, but here's some observations:

 

(and as mentioned previously, I still don't own Skyrim)

 

The bodies should be on top of each other. I'd recommend putting them in seperate layers. (and maybe using wireframe mode).

 

If you aren't going to select any vertex groups, unselect the vertex groups button. (I'm actually not sure why that even worked)

 

Only select breast ring if there's BBB, I don't see any Bip 01-03 bones, so I'm guessing there's no BBB.

 

Why is the body on the right not "set smooth"?

Posted

Alright, I'm not entirely sure what I'm seeing in these screenshots, but here's some observations:

 

(and as mentioned previously, I still don't own Skyrim)

 

The bodies should be on top of each other. I'd recommend putting them in seperate layers. (and maybe using wireframe mode).

 

If you aren't going to select any vertex groups, unselect the vertex groups button. (I'm actually not sure why that even worked)

 

Only select breast ring if there's BBB, I don't see any Bip 01-03 bones, so I'm guessing there's no BBB.

 

Why is the body on the right not "set smooth"?

 

This was very helpful. I'm still not sure that I'm doing it right, but at least now I got something that seemed to successfully adapt an existing UNBP armor to Sevenbase Bombshell. Now I have to ask for help in another thread on how to do the Nifskoping.

 

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