gerra6 Posted December 9, 2012 Posted December 9, 2012 Automatic BB Bone Weight Painter Automatically generate BB groups and weight painting for Skyrim, Fallout New Vegas, Fallout 3, and Oblivion meshes. Using the Tool The easiest way to use the tool is as follows: Highly Symmetric Mesh Tab into edit mode and select a *single* vertex at the center of either the left or right area that you want weighted. Don't worry, the tool will detect which side of the mesh the vertex is on and automatically generate boneweights for both sides. Next click on Mesh -> scripts -> generate BB Weighting 1.1 Select your options depending on your desired weighting and you're good to go And the Results Congratulations! All that's left is to import your skeleton and export your mesh. Asymmetric Mesh This takes a bit more effort, but isn't too tough. The main thing about asymmetric meshes is that you must do each side separately. Let's add BB Weightpaint to the Fallout 3 Berry style mesh. The select a single vertex and iterate outwards method doesn't work very well with this mesh, so instead we are going to select the entire region that we want to weightpaint. Once the area is selected, click on Mesh -> scripts -> Generate BB Weighting 1.1 Select "FNV & FO3" Let's pretend for a moment that we think this mesh is perfectly symmetrical. So I select "Both Sides" The results tell a different story. The gaps and inconsistencies are due to significant displacements of vertex position between the left and right sides of the mesh. The left side weightpainting is fine, but the right will need to be redone, so deselect everything on the Left side and fill in the gaps (hit z to enter wireframe mode and b to toggle between different vertex selection methods). And the final results Advanced Options: Breast 2 Area % and Breast 3 Area % This is the percentage, in area (measured by numbers of vertices, not actual area) covered by Breast 1 that Breast 2 and Breast 3 vertex groups should cover respectively. Weightpaint Mode Gradient Angle This determines the approximate angle of the weight paint gradient. 45 degrees is generally a good setting for both Buttocks and Breast (the direction of the angle is reversed for Buttocks). Entire Area This setting toggles between the weightpaint area selection iterating outwards or inwards. Turn "Entire Area" On if you want to precisely control which vertices are weightpainted. Turn "Entire Area" off if you want the tool to automatically generate an area. Both Sides Should the tool use the selection on one side to generating weightpainting areas for both sides of the mesh? I recommend enabling this for highly symmetrical meshes and disabling it for asymmetric meshes. Smoothing Smoothing adds a smooth weight dropoff from the edge of the mesh to the specified number of vertex rings inward. The higher the number, the more gradual the dropoff. Installation: 1. Extract object_generate_BB_Weights.py from the 7zip file object_generate_BB_Weights_v_1_1.7z 2. Move object_generate_BB_Weights.py to your .blender/scripts folder. 3. Next time you load Blender, there should be a new script at the top of your Mesh>Scripts menu called "Generate BB Weighting 1.1" ChangeLog ******** 1.3.b to 1.3.c ******** 1. Corrects a syntax error. ******** 1.3 to 1.3.b ******** 1. Resolves a potential error from using the tool in mirror mode with non-symmetrical meshes. ******** 1.2 to 1.3 ******** 1. The area assigned to OP2 and OP3 groups should once again be set by the percentage option. This corrects an bug that had been introduced in the 1.2 revision. 2. The menu has been revised to reduce visual clutter. It is no longer possible to simultaneously select buttock bones and breast bones. 3. The performance of the tool has been significantly increased. ******** 1.1 to 1.2 ******** 1. Skyrim Buttock, Breast, and Breast01 bone support added. 2. UI interface of the tool has been updated. Latest Version 1.3.b
movomo Posted December 10, 2012 Posted December 10, 2012 Thanks! I'll try this. Is this intended to weight a body (or something) from scratch? or Just to add nice BBB to NonBBB weighted mesh? I thought this is something replaces BWC before you release... On a side note, I think if you apply your vertex serching, more things could be possible. for example, copying bone weights from the source to an already weighted mesh..
gerra6 Posted December 10, 2012 Author Posted December 10, 2012 Thanks! I'll try this. Is this intended to weight a body (or something) from scratch? or Just to add nice BBB to NonBBB weighted mesh? I thought this is something replaces BWC before you release... On a side note' date=' I think if you apply your vertex serching, more things could be possible. for example, copying bone weights from the source to an already weighted mesh.. [/quote'] This script adds BB Weighting from scratch to either the breasts or the butt. That's all it does. The Boneweight Copy Script 2.2 copies boneweights (any boneweights that you select) from the selected part of one mesh to another.
gerra6 Posted January 3, 2013 Author Posted January 3, 2013 Automated BB Weight Painter has been updated to 1.2 Now supports Skyrim, Fallout 3, Fallout New Vegas, and Oblivion BB Weightpainting
Happysparkles Posted January 4, 2013 Posted January 4, 2013 Omg gerra6 you've done it again. I can't wait to use this soon Thank you for your wonderful work! -HS
gerra6 Posted January 4, 2013 Author Posted January 4, 2013 Omg gerra6 you've done it again. I can't wait to use this soon Thank you for your wonderful work! -HS Let me know how it works for you. The basic idea is to use this to lay down your base coat of BB paint on a nude body, then use the boneweight copy 2.3 script to transfer that weighting over to your armor/clothing.
gerra6 Posted January 18, 2013 Author Posted January 18, 2013 The Automatic BB Weight Painter has bee updated to rev 1.3 Updates 1. The area assigned to OP2 and OP3 groups should once again be set by the percentage option. This corrects an bug that had been introduced in the 1.2 revision. 2. The menu has been revised to reduce visual clutter. It is also no longer possible to simultaneously select buttock bones and breast bones. 3. The performance of the tool has been significantly increased.
legit1337 Posted February 16, 2013 Posted February 16, 2013 How do you import a skeleton and then export the mesh? I import the maximum compatibility skeleton but when I highlight both and try to export it says: "Multiple bones with the name 'Bip01 Upperarmtwist.L' your probably have multiple armatures. Please parent all meshes to a single armature and try again." Also, are there any settings I need to tweak in the export menu or is it point-and-click? I exported the mesh fine without the skeleton but It showed up as invisible in-game. Not like I expected that to work...
gerra6 Posted February 17, 2013 Author Posted February 17, 2013 The best thing to do is probably to upload the Blend file so that I can take a look. When you import a nif file, several things get imported into Blender. Every mesh that was contained in that nif becomes a separate mesh object, and every mesh object gets a partial skeleton. Before you do anything (and especially before you import a skeleton), it is a very good idea to delete those partial skeletons. My best guess for the first error is that one or more skeletons remained from the initial import. Hit 'z' to enter Wireframe mode to get a better look. My best guess for the second error is that something got messed up with the scene roots. This happens sometimes. Open the nif in Nifskope and look at the scene.root entry. Expand it, is there another scene root inside it? If so, keep expanding until you get to the last scene root, right click on it, and select "Crop to Selected" Next, remove any extra crap from the name (typically 001 or something similar) and you should be golden.
movomo Posted February 17, 2013 Posted February 17, 2013 How do you import a skeleton and then export the mesh? I import the maximum compatibility skeleton but when I highlight both and try to export it says:There is an easy way to export things without getting crap like Scene Root.001 or so. After you're done with your meshes, (or before. doesn't matter much) delete all the skeletons. Leave nothing except you're going to export. Then select all, apply scale & rotation to objects if needed. Make sure you've selected everything, then import the skeleton. Choose import skeleton only + Realign bone tail & rolls when you import a skeleton. From there, nothing to mess with, just export them. The exported nif should be fine. If you want unnecessary bones to automatically be deleted, choose the flatten skin option when you export. You don't need to turn on the stripify geometry option if you plan to pyffi them later.. because pyffi will turn them back to trishapes.
legit1337 Posted February 17, 2013 Posted February 17, 2013 Hm, that was weird. I could have sworn I deleted the base skeleton before I started messing with the mesh last time, but I tried again from scratch and it worked. Trying it in-game now. EDIT: Gahhh still invisible. Checking the scene root. EDIT2: I don't think the scene root is the problem... When I import my exported mesh again I'm also getting the super duper max compatabtility skeleton I exported it with. As opposed to all the other meshes I open that just have a basic skeleton that is easy to delete. I'll attach the file so you can see. mesh.zip
movomo Posted February 17, 2013 Posted February 17, 2013 Choose the option that reads "Import skeleton only + parent selected" when you import the skeleton. That's important!
gerra6 Posted February 17, 2013 Author Posted February 17, 2013 EDIT2: I don't think the scene root is the problem... When I import my exported mesh again I'm also getting the super duper max compatabtility skeleton I exported it with. As opposed to all the other meshes I open that just have a basic skeleton that is easy to delete. I'll attach the file so you can see.Take a look at your mesh in Nifskope. It's definitely not a happy camper. See all those extra scene roots? That's what I was talking about before. OK, so what caused this and how do you fix it? Well, in this case it appears that the entire skeleton object was exported with the mesh. See all of those extra geometry objects scattered all over the place (and the big red bounding box)? That means that the skeleton was probably imported into blender as an object, rather than as a skeleton. You may have noticed that a bunch of extra junk appeared when you imported the skeleton...you had the bones, which you wanted, but you also may have noticed a bunch of spheres, ovals, and boxes everywhere. When this happens, just control-z until you get to a state before you imported the skeleton (or load a blend file from before the skeleton import). Hit 'a' until all of the meshes are selected. Import the skeleton. This time, double-check to be certain that 'Import skeleton only + Parent Selected' is selected After that, you should see something that looks a bit like this Select the Mesh, export it, and you should be golden.
legit1337 Posted February 17, 2013 Posted February 17, 2013 Thank you for your help both of you. I followed gerra's directions to the letter. I got an error about a cube not being properly UV mapped, and I figured the stupid box that you get when you open up a fresh file was causing it so I deleted it and exported with only the female body highlighted. (I looked it up earlier and the blender tutorial said don't worry about the box because it is designed not to show up in the finished product or something??? I don't know, so I haven't been messing with it.) It then allowed me to export but it is still invisible in game, I attached the .nif below. I apologize in advance, I'm probably doing something totally nooby. I appreciate the patience. Questions: Do I have to select both the body mesh and the skeleton to export it properly? I thought you might have to select both but gerra's instructions said only the "mesh". Am I supposed to mess with any of the "Collision Options" in the export menu? Because it is set to "wood" right now, which doesn't seem right but I'm not sure what they do lol so I've left them alone. mesh2.zip
gerra6 Posted February 17, 2013 Author Posted February 17, 2013 Something is going wrong when you import the skeleton. It is not getting parented to your mesh. Any chance you could post the blend file instead of the nif. The nif lets me know that *something* went wrong, and I can make educated guesses about what it might be, but they're still just guesses. So here's my guess. The mesh was not selected when the skeleton was imported. So, when you subsequently exported the mesh, the skeleton was exported as an independent armature object, instead of as a niNode parented to the mesh. Step by step... 0. I am assuming that the only thing in your blend file are the mesh(es) that you want to export together, and that you are ready to export the mesh(es) into a single nif. 1. Hit 'a' until everything is selected. Double-check to ensure that nothing that you don't want is present. 2. Import the skeleton. Ensure that 'import skeleton only and parent selected' is enabled. 3. Hit 'a' until everything is selected (not strictly necessary, we're just being extra carefulH. 4. Export. Default settings for Oblivion should be fine. Make *sure* that Oblivion is selected. 5. Open the nif in nifskope. Make sure that is has a minimal skeleton and the correct general structure (compare it to the upper bodies in Setbody Reloaded for reference) 6. Test it in game. P.S. And now you're getting to experience some of the weirdness I got to enjoy when I was editing meshes en masse for Setbody Reloaded. (Thanks again for all of the testing you did, by the way).
legit1337 Posted February 17, 2013 Posted February 17, 2013 Yes, I made sure the mesh was selected when the skeleton was imported, and made sure "oblivion" and "Import Skeleton only + Parent Selected" was activated. Weird, I did all of those steps... I will try again from scratch and post results. EDIT: Yep, still invisible. I think you are right, something is going wrong with the skeleton import, because in nifskope it doesn't look like any of the upperbodies at all, I can actually see the skeleton. Here is the .blend file, maybe you can tell me what I'm doing wrong.noobishness.zip
movomo Posted February 17, 2013 Posted February 17, 2013 Well, that's weird. I deleted the light object in your blnd file (you don't need it unless you're doing some blender rendering or texturing) and exported, it works normally. So I have to wonder, what's your export option? Something like this setting should be ok.
legit1337 Posted February 17, 2013 Posted February 17, 2013 The only difference between yours and mine is: Mine has "export geometry + animation" and "wood"... instead of "export geometry only", and "skin". If you look a few posts back I was asking about these... Will try tomorrow with these settings.
legit1337 Posted February 18, 2013 Posted February 18, 2013 WOOOOO! It worked finally! I set the export settings exactly like movomo's screenshots and it worked beautifully. Here is what I changed: "export geometry + animation" -> "export geometry only" unchecked Stripify Geometries checked Stitch Strips "Wood" -> "Skin" ------------------------------ Which one was the culprit? What are these setting useful for? I can't thank you enough movomo and gerra. Now I can move on to weighting the body exactly how I want and start working on perfecting a lattice for outfit conversions. I may even do multiple bodies (My four favorite are: mega manga + wide, HFOB, pregnant THEC 3, and UHK GUTS) After that is animations, but I'm getting a little ahead of myself.
Happysparkles Posted March 22, 2013 Posted March 22, 2013 Totally late commenting but Gerra6 I must confess again you are the man! I have been fighting with these long skirt mods (which I rarely do being a pervert) But I did everything in the wold to make my skirt look as realistic as possible (but when I walk I get this weird breaking of the skirt) But with your bone weight copy it was actually able to make the skirt stay in one piece as I move a lot better then blenders bone weight. You freaking ROCK!!! (sorry for the 1/4th semi necro but I had to express myself)
TechBaNe Posted June 20, 2013 Posted June 20, 2013 Sorry about the necro, but I'm in some desperate need of help. This looks like a really useful tool, but I just can't seem to get it to work. What I'm trying to do is turn the static Beware of Girl bodies for Fallout 3 bouncy. The first thing is that the script doesn't seem to give me the option to add bounce to the butt. The next thing is that once I export the mesh, after running it through the script, the breast bones don't show up in Nifskope. My main problem is that I've been following the instructions by gerra and movomo, making sure that my menus look like the screenshots, but when I export my meshes, it always turns out invisible in game. I get the same result when I export under the "Fallout 3" .nif settings as well. I don't think it's the Scene.root problem since I have only ever seen one. I've attached my blend .nif files in the state where I've been exporting it. I don't know if anything is wrong since I'd say I qualify as a total noob, what with having only 5 hours of experience with blender and nifskope. In these attempts, I followed the process: 1) Import the entire "femaleupperbody.nif" 2) delete the skeleton 3) select the main part of the mesh, and go into edit mode. I then right click on a node sort of central-ish on the breast and run the script. 4)Import the same "femaleupperbody.nif" making sure to check off the "Import skeleton only + Parent selected" button. 5) export the entire thing as a .nif file using the Oblivion defaults. I also tested it under the Fallout 3 defaults. Frustration.rar
gregathit Posted June 20, 2013 Posted June 20, 2013 Step 4 is wrong. You need to import a full skeleton. Use the latest full skeleton for FNV (assuming you are modding for FNV). If you are modding for fallout 3 then use a fallout 3 skeleton. NEVER, EVER use Oblivion settings when exporting a Fallout mesh. That will fail every time no matter what else you do. Always use the settings for the correct game. The skeleton in the femaleupperbody.nif is not a full skeleton and only has a few bones, even worse that skeleton won't allow any bounce as it doesn't have any bouncing bones. You are basically wasting your time. Try that change and see if you make the magic happen.
TechBaNe Posted June 20, 2013 Posted June 20, 2013 I followed what you said and imported the BNB skeleton port for fallout 3 (which is what I'm using), and exported using Fallout 3 settings. Everything looks okay in nifskope when I compare it to the BNB port. So there's some progress there, thanks gregathit. Then I popped the mesh into the meshes folder and fired up the game. Sadly, my character's body is still invisible. Here's my new files (nif and blend) femaleupperbodyBerry bounce.rar
gregathit Posted June 20, 2013 Posted June 20, 2013 When you put the mesh into your meshes folder, where "exactly" did you put it? Meshes\characters\_male\ Also did you rename it to just be femaleupperbody.nif? As for your export settings, for a mesh make sure it is set on export geometry only. You don't want an animation included. Try this file: femaleupperbody fallout.7z
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