Symon Posted December 4, 2012 Posted December 4, 2012 That looks like another excellent and significant update!
gerra6 Posted December 5, 2012 Author Posted December 5, 2012 Transformation Lattice Generator 4.0 Beta v.3 has been released Beta 2 to Beta 3 Update: 1. The Ring Smoothing and Iterations now proprely use the menu settings, rather than reverting to default. 2. The Fast Search algorithm now properly uses the menu settings, rather than reverting to off 3. Typo caught and corrected in Fast Search algorithm that could occasionally cause an infinite loop 4. Custom settings should now be properly saved and loaded It appears that two weeks working on Oblivion scripting instead of Blender Python made me a bit rusty. Please report any bugs or other issues that you may encounter. Thanks
gerra6 Posted December 9, 2012 Author Posted December 9, 2012 Transformation Lattice Generator 4.0 Release is now live
gregathit Posted December 10, 2012 Posted December 10, 2012 Ok, I am stuck right at the beginning. I have imported both bodies but I can't select things to come out like you are saying. Here is what I am trying to do: 1. Import full body #1 - made up of 4 parts (upper\lower\hands\fee) 2. Delete Skeleton. 3. Import full body #2 - made up of 4 parts (upper\lower\hands\fee) 4. Delete Skeleton. How in the heck can I select things so one body is dark pink and the other the light pink? I am guessing I need to somehow fuse each body into one mesh but I don't have the foggiest clue how to do so. I need to use the full body as the meshes I am looking to convert from one type to the next are full bodies armors. Oh, I had to Edit your thread title as the one you had was too long and would not allow anyone to post in the thread.
gerra6 Posted December 10, 2012 Author Posted December 10, 2012 Ok' date=' I am stuck right at the beginning. I have imported both bodies but I can't select things to come out like you are saying. Here is what I am trying to do: 1. Import full body #1 - made up of 4 parts (upper\lower\hands\fee) 2. Delete Skeleton. 3. Import full body #2 - made up of 4 parts (upper\lower\hands\fee) 4. Delete Skeleton. How in the heck can I select things so one body is dark pink and the other the light pink? I am guessing I need to somehow fuse each body into one mesh but I don't have the foggiest clue how to do so. I need to use the full body as the meshes I am looking to convert from one type to the next are full bodies armors. [/quote'] Welcome to the darkside! I was wondering when you'd take the Blender plunge. The problem you are experiencing is that, although Blender allows you to select as many "Context" objects as you like, only a single object at a time will be "Active". For full body armors you have two choices. Either *should* work. Option One Create separate lattices for the upper and lower body meshes. With the 4.0 release, this *should* be a viable option (I hope). So just select the upper body (nude) for the style that you will be modifying, then shift-select the upper body (nude) for the body style you will be converting to. Run the lattice generator and it should create lattices to convert the upper bodies. Then, repeat those steps for the lower bodies. If you select the "Left only" and "Right Only" options (recommended) this creates four separate lattices (Upper Left, Upper Right, Lower Left, Lower Right). Note: the actual lattice names will be automatically generated from the names of the mesh objects. To use these four lattices, select the armor meshes that you want to convert and run the "Assign Lattices to Selected Mesh" tool. Inspect the final product. If you are happy with it, apply *all* of the lattice modifiers (see first page for instructions), import a fresh skeleton, and export. Option Two Merge the upper and lower body meshes into a single object. To do this, select the nude upper and lower body meshes that belong together and hit (control J). Click OK for the popup. Now the meshes are a single object and are ready for lattice generation. Optional : Tab into edit mode, hit (a) repeatedly until no vertices are selected, hit (control shift alt m) to select all non manifold vertices, hit (w) and select Remove Doubles. Repeat for the other mesh. Run the script Quick Tip for applying the lattice If you are dealing with armor that is split into multiple parts, you can join using the above technique to temporarily join all of the armor parts into a single mesh object, then run the "Assign Lattices to Selected Mesh" script. That way, you only have to deal with assigning and applying the lattices one time. Don't worry, Nifscripts will automatically split dissimilar materials on export. Oh' date=' I had to Edit your thread title as the one you had was too long and would not allow anyone to post in the thread. [/quote'] Gah...I was wondering why I was so lonely in this thread lately. I figured the tool was either working extremely well or extremely poorly.
gregathit Posted December 10, 2012 Posted December 10, 2012 Thank you that help immensely! Now after selecting both and running the script I am getting this error: File "", line 1, in File "F:\X-Blender_2.49_rev8\Bin\Blender\.blender\scripts\object_create_transformation_lattice.py", line 359 else: SyntaxError: invalid syntax
gerra6 Posted December 10, 2012 Author Posted December 10, 2012 Thank you that help immensely! Now after selecting both and running the script I am getting this error: File ""' date=' line 1, in File "F:\X-Blender_2.49_rev8\Bin\Blender\.blender\scripts\object_create_transformation_lattice.py", line 359 else: SyntaxError: invalid syntax [/quote'] Well, sure. But that's only on account of the syntax error. A pretty blatant one, actually. (Thanks for including the error text, btw) 1st page post updated with fix.
gregathit Posted December 11, 2012 Posted December 11, 2012 Well, it "seemed" to work as advertised. I say seemed because I tried to do "too much" in my first run at this. I tried to convert an armor that had the skyrim pose and that just seemed to cause all sorts of havoc. I was trying to convert it to the Body Builder body. I'll have to put this one aside for now and tackle something a bit easier to get my feet under me. Here is the armor I was "attempting" to convert from robert's average to the body builder body:
gerra6 Posted December 11, 2012 Author Posted December 11, 2012 Well' date=' it "seemed" to work as advertised. I say seemed because I tried to do "too much" in my first run at this. I tried to convert an armor that had the skyrim pose and that just seemed to cause all sorts of havoc. I was trying to convert it to the Body Builder body. I'll have to put this one aside for now and tackle something a bit easier to get my feet under me. Here is the armor I was "attempting" to convert: [img']http://img33.imageshack.us/img33/3641/nifskope201212091241470.jpg[/img] Yeah, I still have to come up with a solution to the skyrim pose problem. Skyrim to Skyrim = No problem Oblivion to Oblivion = No Problem Skyrim to Oblivion = Horrible deformed spaghetti arms. The current solution is to wrestle the Skyrim arms into position for Oblivion. To do that, after you import the Skyrim mesh, but before you delete it, you need to select the skeleton, enter pose mode, and figure out which bone needs to be moved to realign the arm. I'm just now learning about animations (and how to control them via Python), but my understanding is that you want to select one of the shoulder bones, hit "r" to enter rotate mode, and rotate the sucker into position. I *think* I'm close to a script solution, but we'll see. It's a thorny problem, and one that lattices aren't particularly good at solving (lattices are great at deforming meshes, but this is more about translation/rotation). If that doesn't work, I'm going to have to write a specialized script that uses the armature bones to manipulate the Skyrim arms into Oblivion position (or vice versa).
gregathit Posted December 11, 2012 Posted December 11, 2012 The worst part is that someone already converted this sucker to oblivion. I am not sure how they did it or why they didn't fix the pose but I am using it in my game right now. Sadly the torso and arms are a bit "spindly" looking. It really is an awesome looking armor. If you ever do get things figured out I would love to convert many of the skyrim armors to oblivion. Especially the witch 2 armors. In game picture of armor so you can see how skinny the torso and arms are:
gregathit Posted December 11, 2012 Posted December 11, 2012 Ok, I must be in stupid mode this morning. I restart blender and when I import anything all I see is the skeleton. I even reset blend back to the default settings and no joy. I am certain that I am probably doing something extremely stupid but no matter what options I select at the import screen I just get a skeleton. I was able to import armor without any problem yesterday but today - I just get a skeleton.
gerra6 Posted December 11, 2012 Author Posted December 11, 2012 Ok' date=' I must be in stupid mode this morning. I restart blender and when I import anything all I see is the skeleton. I even reset blend back to the default settings and no joy. I am certain that I am probably doing something extremely stupid but no matter what options I select at the import screen I just get a skeleton. I was able to import armor without any problem yesterday but today - I just get a skeleton. [/quote'] Here are the settings I use for most purposes. If you're just getting a skeleton, it is important to ensure that neither "Import Skeleton Only" nor "Import Geometry Only" are selected.
movomo Posted December 11, 2012 Posted December 11, 2012 A submarine update o_o o_o o_o o_o o_o And I find even my import script is outdated.
gerra6 Posted December 11, 2012 Author Posted December 11, 2012 A submarine update o_o o_o o_o o_o o_o And I find even my import script is outdated. That's actually my custom import script (and by custom I mean I changed maybe ten lines), from http://www.loverslab.com/showthread.php?tid=12264 The custom import script, combined with the Blender true Normals patch, allows you to preserve, control, and manipulate vertex normals...which has some interesting applications... Such as Seam Mender http://www.loverslab.com/showthread.php?tid=12378 Which is a script that quickly and easily duplicates the technique I developed to make all of the bodies in Setbody Reloaded seamless (big thank you to Room207 for all of the background information, feedback, and advice).
gregathit Posted December 11, 2012 Posted December 11, 2012 Success! Ok, using this WONDERFUL tool and gobs of advice\tips from Gerra6 I managed to convert an armor: [spoiler=From this] [spoiler=To this] [spoiler=In game screenshot] Now I realize that this won't win any prizes but a 1st step is still a huge thing!!! Thank you Gerra6!! I will keep after this to see if I do a bit more complex armors.
gregathit Posted December 12, 2012 Posted December 12, 2012 Another conversion (this one not quite so extreme): I converted the above from a rather spindly arm and leg (approx slath body) to robert's bulky body. Looks MUCH better in my opinion and more like something my PC would be proud to wear while he is slumming in the Slaver City under Bravil.... Ok, a couple more and I will stop spamming this thread. WIP Fighters Guild (I need to retexture the arm guards to lighten them up to match the rest of the armor): And yes, I am partial to those boots...they look SO much better than the stock oblivion boots. Chainmail with robe: All credit for these armors goes to the original mod maker and Gerra6 for his blender lattice scripts!!!! I am just tinkering.
gerra6 Posted December 12, 2012 Author Posted December 12, 2012 Another conversion (this one not quite so extreme): I converted the above from a rather spindly arm and leg (approx slath body) to robert's bulky body. Looks MUCH better in my opinion and more like something my PC would be proud to wear while he is slumming in the Slaver City under Bravil.... Very nice work!
Rebel o Conner Posted December 17, 2012 Posted December 17, 2012 the second menu ( with the list of the node) is too wide, and not accessible on the left http://farm9.staticflickr.com/8202/8280477745_4eb98663e9_b.jpg but maybe it's because i use for skyrim.
gerra6 Posted December 17, 2012 Author Posted December 17, 2012 the second menu ( with the list of the node) is too wide' date=' and not accessible on the left http://farm9.staticflickr.com/8202/8280477745_4eb98663e9_b.jpg but maybe it's because i use for skyrim. [/quote'] Wow. That's the problem with dynamically generated menus...unless I'm extremely careful sometimes they get out of hand. I've just finished writing a new menu code (for a different tool) that builds a square box menu in the center of the screen. I think I'd better adapt it.
Rebel o Conner Posted December 17, 2012 Posted December 17, 2012 it doesn't work well with my male model http://farm9.staticflickr.com/8343/8282215580_1c8e1b0baa_b.jpg but i had no problem with female model.
gerra6 Posted December 17, 2012 Author Posted December 17, 2012 it doesn't work well with my male model http://farm9.staticflickr.com/8343/8282215580_1c8e1b0baa_b.jpg but i had no problem with female model. The image won't load for me. If you're willing to post the blend file, I'd be happy to take a look and see what I can figure out.
Rebel o Conner Posted December 18, 2012 Posted December 18, 2012 here's a new pic ( i don't understand why it has been deleted) i use the base settings but to try some other doesn't work either. as an attachment, there's the blend file.
gerra6 Posted December 18, 2012 Author Posted December 18, 2012 here's a new pic ( i don't understand why it has been deleted) i use the base settings but to try some other doesn't work either. as an attachment' date=' there's the blend file. [/quote'] Thanks for posting that. I've figured out the problem, and how to solve it. I just can't figure out why my code isn't already compensating for it. It appears that Object level scale transformations are wrecking havoc on my lattice node movements. Either I missed a world matrix transform somewhere...or they're not working the way I thought they did with scale transformations. Fortunately, the work-around is fairly simple: Select the mesh, hit Control-A, and apply "Scale and Rotation to OBData" to any mashes that need it. Then generate your lattice. Note: this step is only required when generating the initial lattice. Once the lattice has been generated, applying it to meshes does not require this step. *Edit* This should no longer be necessary in the 4.2 release. The remaining problem that you'll encounter with this mesh is likely to be the pose. Unfortunately, interference from the upper torso makes it very difficult to properly transform the upper arms in that position. I recently wrote a pose converter script for Oblivion weighted meshes that will convert Oblivion weighted meshes between Skyrim, Fallout, and Oblivion poses. I just need to add Skyrim and Fallout armature support. I'll see what I can come up with. I've attached a Blend file with the lattice I generated and the saved settings I used for it. To use the saved settings, just copy the .cfg file to your .blender/scripts/bpydata/config folder. The lattice is far from perfect, but it demonstrates the work-around for the scale issue. Layer 1 contains the old lattice. Layer 3 contains the modified meshes I used to generate the lattice. Layer 2 contains an unmodified mesh with the lattice assigned (but not applied) to it. *Edit* And I just spotted a bug in my Assign Lattices to Selected Mesh script. Also related to Object level transformations. lattice male 0 to 1.7z CTL_SavedSettings10.7z
Rebel o Conner Posted December 18, 2012 Posted December 18, 2012 i didn't think about apply at all. you save me from madness, thanks ( i saw me to do my armors vertice after vertice) the blend file is the one i sent you, nut it doesn't matter, the new setting and the tip make a good lattice thank you, very very much
gerra6 Posted December 18, 2012 Author Posted December 18, 2012 i didn't think about apply at all. you save me from madness' date=' thanks ( i saw me to do my armors vertice after vertice) the blend file is the one i sent you, nut it doesn't matter, the new setting and the tip make a good lattice thank you, very very much [/quote'] BTW. I'll be posting a patch to the Assign Lattices to mesh script shortly that will fix a very nasty bug. OK, I've attached a replacement for the "Assign Lattices to Selected Mesh" script that works properly with your 180 degree rotated meshes. I'll be adding it to the main package on the next update. *Edit* And I've managed to track down the bug in the transformation lattice maker. Posting the new version now. *Edit* I have removed the attachment. The fix has been incorporated into the 4.2 release which should fix Object transformations for all three scripts in the package.
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