cobme Posted August 5, 2013 Posted August 5, 2013 Hello, since it was mentioned that when going from large to small, the lattice isn't very good I was wondering if you can link me to good blender tutorial that deals with sculpting so I could refine the results to an acceptable and playable state. I wish to convert armors and outfits for Skyrim as well and I hope that I can do so with your help.
Monsto Brukes Posted August 5, 2013 Posted August 5, 2013 Hello, since it was mentioned that when going from large to small, the lattice isn't very good I was wondering if you can link me to good blender tutorial that deals with sculpting so I could refine the results to an acceptable and playable state. I wish to convert armors and outfits for Skyrim as well and I hope that I can do so with your help. blender.org has good beginners tutorials.
gerra6 Posted September 7, 2013 Author Posted September 7, 2013 I'm back...finally. I'll get started working on the next patch for the lattice generator shortly. Any requests?
Jayce Dimmer Posted September 9, 2013 Posted September 9, 2013 I'm back...finally. I'll get started working on the next patch for the lattice generator shortly. Any requests? *Raises hand* Oh! Me! PICK ME! How about giving Muscular Women a try? I'd give it a shot meself, but my main compy is out of comission. Try converting vanilla or CBBE to the body. Also, a snippet on how to get the meshes from Skyrim -> Blender -> Skyrim would be good for complete newbies to this (A la moi); documentation tends to be conflicting and outdated, so a step-by-step guide of your workflow would be a godsend. Awesome work, by the way.
gerra6 Posted September 9, 2013 Author Posted September 9, 2013 *Raises hand* Oh! Me! PICK ME! How about giving Muscular Women a try? I'd give it a shot meself, but my main compy is out of comission. Try converting vanilla or CBBE to the body. Also, a snippet on how to get the meshes from Skyrim -> Blender -> Skyrim would be good for complete newbies to this (A la moi); documentation tends to be conflicting and outdated, so a step-by-step guide of your workflow would be a godsend. Awesome work, by the way. Honestly, I know very little about the current workflow for working with Skyrim meshes in Blender. With the exception of some planned mesh updates for Setbody Reloaded, all of my modding tends to be of the scripting/programming variety. What I can do is respond to bugs related to using my tools with imported Skyrim meshes and try to fix them and/or document various work-arounds. Now, where this tool can be helpful is generating a good lattice that will handle most of the grunt work involved in converting the basic shape of a mesh from one body style to another. Once you have a good lattice, it should generally convert any mesh made for the first body into a reasonably good approximation of a mesh designed for the second body. Some fine detail work is generally required, but the saved lattice should be able to handle most of the boring repetitive parts.
Toxichem Posted September 10, 2013 Posted September 10, 2013 I do alright converting various upper body types, but I'm currently have trouble trying to convert regular leg meshes to hooved leg meshes. I've been over the tutorial a few times, and while I do barely alright when it comes to upper body meshes as I previously stated, it is clear I seem to be currently in over my head when it comes to lower bodies. Currently I only choose certain vertex groups, specifically calf L & R. I still don't really understand a sequential lattice is, and only barely understand other parts of the generator, like growth margins. I was hoping for any tips to resolve my issues. Currently I cut away at a lower body mesh until I am satisfied with what I want, tweak it to my needs, then fix it up in nifskope, as shown here - This works great for any legging that is naturally supposed to fit close to the legs, but terrible for some of the bulkier armors. I'm an idiot with showing screens of blender, so I really can't show you how terrible I mashed up the leggings using the lattice converter. And please, feel free to drop me on my head if I missed some simple step.
gerra6 Posted September 10, 2013 Author Posted September 10, 2013 Vertex groups are, unfortunately, highly dependent on the quality of the weightpainting of those vertex groups on the base body meshes. In my experience, the base weightpainting of most bodies are a bit of a mess, with distortions and asymmetries that make them wholly unsuitable for the purposes of using them to generate lattices. Now, in general, lower bodies are easier to work with than upper bodies. However, the strange geometry of the hooved calf regions is probably causing the trouble. Do me a favor, post the blend file and I'll take a look. What I *think* you'll need is a custom vertex group for the calf regions on both your source and destination meshes to generate the lattices. Basically, the idea will be to generate a group that will let the lattice generator know how it should match up the calf regions on the two meshes. It's fairly easy to do once you know how, but extremely confusing before you do.
Toxichem Posted September 10, 2013 Posted September 10, 2013 My current blend file was a little wonky, and had stuff it didn't need, so I made a fresh one, imported a couple of target and source meshes and generated a lattice for each of them, one only using the calf nodes, and one using calf and foot nodes. Oddly enough, they look a hell of a lot better then the first one I had, but I'm still going to upload this to you since I am still a blender idiot. Turns out I had the breast ring option turned on. I didn't think it would affect a lower body mesh, but it seems it did. Anyways, here is what I have. Edit- I'm sorry if it looks a little disorganized for you, I tend to keep certain things in certain layers, my calf lattice is the very last layer, and aptly named, and the calf+foot one is right next to it. Another reason I needed to make a new blend file was because I had attempted what you said earlier I tried making a custom vertex group for it by adding more vertices to the two calf groups. I also suspect that might have been another one of the culprits that made my mesh look so distorted. dmra_to_dmrahoof_lattice.7z
gerra6 Posted September 10, 2013 Author Posted September 10, 2013 Well that is a tough one. There are two big challenges. The first is that one of the meshes includes a hoof, while the other ends at the ankle. To work around this, use the 'selected vertices only' option and make sure that the hoof is not selected. The second is a bit tougher to work around. The distribution of vertices on the hooved mesh is driving the vertex group matching algorithm a bit nuts...that's causing some nasty twisting and distortion. Unfortunately, that means that you'll probably get best results by disabling the "use vertex groups" feature and turn off the ring search. Something like these settings might do the trick (extract to your /.blender/scripts/bpydata/save folder if you are using 4.5 Beta). It won't generate a great lattice, but it's not completely terrible. MainMenuDMRA to Hooves.7z
banditjack Posted September 25, 2013 Posted September 25, 2013 Glad to see you are back, Gerra6. I am currently trying to make a lattice to convert DMRA outfits to the Super Voluptuous body. I have run into a few problems and was hoping you could take a look at it if you have time. My main problem is the lattice is not expanding the back region on the DMRA mesh so it will line up with the SV mesh. DMRAtoSV.7z
Mailamea Posted November 18, 2013 Posted November 18, 2013 I know that the instructions are a bit wordy at the moment. I'll see about adding some nice pretty pictures, assuming I don't get distracted by another project first. Just saying The worded tutorial is fine, but for others
gerra6 Posted November 18, 2013 Author Posted November 18, 2013 All right, I am currently working on a UV Map based search feature that, if it works, should dramatically improve the results for lattices based off of meshes that use the same base texture. In the meantime, any other feature requests?
gerra6 Posted November 19, 2013 Author Posted November 19, 2013 OK, the 5.0 beta of the Lattice Generator (clothing bodytype converter) is ready for testing. This update uses UV map (Texture map) information to find compatible vertices between the two meshes. Preliminary testing is showing a significant jump in lattice quality. PM me or post in this thread if you would like to participate in the beta.
gregathit Posted November 20, 2013 Posted November 20, 2013 When I finally get my desktop after Thanksgiving I most DEFINITELY want in on testing you new stuff. Until then I will just sit over in the corner here with my crappy laptop and pout.
gerra6 Posted November 20, 2013 Author Posted November 20, 2013 Well, if your crappy laptop can run Blender, it should be able to handle my new scripts. They're pretty easy on the CPU, all things considered. *Stifles temptation to laugh and point and Greg's crappy laptop*
gregathit Posted November 20, 2013 Posted November 20, 2013 With a whole 1 gig of ram blender sputters and chokes like I am water boarding the damn thing. It has been so long since I was able to fire up blender that I am half scared I won't remember how to animate....... .....so laugh it up G-man.
gerra6 Posted November 21, 2013 Author Posted November 21, 2013 I want to try out the beta for this. Done! I've sent you a PM with the latest Beta package.
Shaydow Posted December 9, 2013 Posted December 9, 2013 So I followed this tut, created my latices etc, everything was going fine, until I got to the part where it said to use Object>Scripts>Assign Lattices to Mesh And well, I don't have that option. So I looked and sure enough all that came was the KG folder and object_create_transformation_lattice in the download, yet you clearly mentioned the download having 2 scripts and the kg folder. So, heh, ya
gerra6 Posted December 9, 2013 Author Posted December 9, 2013 So I followed this tut, created my latices etc, everything was going fine, until I got to the part where it said to use Object>Scripts>Assign Lattices to Mesh And well, I don't have that option. So I looked and sure enough all that came was the KG folder and object_create_transformation_lattice in the download, yet you clearly mentioned the download having 2 scripts and the kg folder. So, heh, ya Doh! I'm in the midst of a major refactoring of the lattice generator that should result in some significant performance improvements (the Vertex search is speedy, but the lattice node search is still slower than I'd like)...so, here's my most recently released pile of beta scripts from before I started that refactoring. Hopefully they work together. I expect to release an update to the Lattice Generator relatively soon. I've *nearly* finished a new UV copy script (allows you to copy UV wraps between meshes with different shapes/vertex counts using the same search algorithms as the Lattice Generator). Once that's done and I've officially released with, well, instructions and stuff, I'll release the next Lattice Generator update. Since this package o'stuff also includes my updated framework files (again, hopefully they work with everything) you should start to see an improvement in the Lattice Generator's results immediately (The Fast Search and Standard Search are *finally* identical). I *think* this package also includes the new UV match for the Lattice Generator as well (if two meshes use the same texture standard, you can tell the tool to use the UV map to find targets). Let me know if everything breaks everything. To anyone reading this far...install the attached scripts with *caution*. Be ready to revert to the older versions of the attached scripts. You have been warned.
Shaydow Posted December 9, 2013 Posted December 9, 2013 So I followed this tut, created my latices etc, everything was going fine, until I got to the part where it said to use Object>Scripts>Assign Lattices to Mesh And well, I don't have that option. So I looked and sure enough all that came was the KG folder and object_create_transformation_lattice in the download, yet you clearly mentioned the download having 2 scripts and the kg folder. So, heh, ya Doh! I'm in the midst of a major refactoring of the lattice generator that should result in some significant performance improvements (the Vertex search is speedy, but the lattice node search is still slower than I'd like)...so, here's my most recently released pile of beta scripts from before I started that refactoring. Hopefully they work together. I expect to release an update to the Lattice Generator relatively soon. I've *nearly* finished a new UV copy script (allows you to copy UV wraps between meshes with different shapes/vertex counts using the same search algorithms as the Lattice Generator). Once that's done and I've officially released with, well, instructions and stuff, I'll release the next Lattice Generator update. Since this package o'stuff also includes my updated framework files (again, hopefully they work with everything) you should start to see an improvement in the Lattice Generator's results immediately (The Fast Search and Standard Search are *finally* identical). I *think* this package also includes the new UV match for the Lattice Generator as well (if two meshes use the same texture standard, you can tell the tool to use the UV map to find targets). Let me know if everything breaks everything. To anyone reading this far...install the attached scripts with *caution*. Be ready to revert to the older versions of the attached scripts. You have been warned. It still doesn't contain Assign Lattices to Mesh script.... Or am I missing something simple here?
gerra6 Posted December 9, 2013 Author Posted December 9, 2013 Ah, that's right, the script name changed when the functionality of that script was expanded. Look for 'Apply, Save, or Load Lattice'
Shaydow Posted December 10, 2013 Posted December 10, 2013 No idea what I am doing wrong. When I go to apply the lattice it tell me I have a script error. Attached is a screen shot of what I could make out.
gerra6 Posted December 10, 2013 Author Posted December 10, 2013 Well, it looks like that *very beta* 5.0 b package has some of the nasty bugs. I was afraid of that. Unfortunately I currently don't have a fully functional package to upload or test (drunken 2AM coding a few days ago...Not only did I break something, I apparently forgot to do iterative saving. Sigh, still trying to untie that gordian knot) Once I figure out what I broke, I'll upload the next version of the Lattice Generator and associate scripts, but for now here's my best guess. The variables look like they come from the 'Apply, Save, or Load Lattices' script. My guess is that the *apply to selected vertices only* option was enabled, but no vertices were selected on the mesh. I'll add a logic check for that situation and a popup message to the next revision of the tool. Let me know if it still doesn't work and I'll see what I can figure out. Also let me know which script you were using and which options were selected. That will help me narrow things down a bit.
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