TechBaNe Posted June 20, 2013 Posted June 20, 2013 Yeah, I put it under meshes/characters/_male and gave it the proper name. As for the new file, No dice. I'm still invisible.
gregathit Posted June 20, 2013 Posted June 20, 2013 Revert to the original unmodified body and see if you are still invisible. It may not be the mesh that is the problem.
TechBaNe Posted June 20, 2013 Posted June 20, 2013 I swapped back to the unmodified BOG meshes and I become visible again, does that mean anything? Do I have to do anything with the .nif before i can use it?
gregathit Posted June 20, 2013 Posted June 20, 2013 Look at your BOG mesh and closely compare it to your modified mesh and make sure the textures used are the same and pointing at the same locations. That's all I can really offer you. If that doesn't help, I suggest you post in the Fallout section and attach your files there to see if any of the resident guru's for that game can spot what is wrong.
TechBaNe Posted June 20, 2013 Posted June 20, 2013 This may sound noobish, but How can I tell if they're pointing to the same locations? EDIT: the numbers beside the NiTriStrips, NiNodes, etc. headers are different from the originals if that makes any difference.
gregathit Posted June 20, 2013 Posted June 20, 2013 Look at the paths of the textures. Click on the body nitrishape (or strip) and then click the BSShaderPPLightingProperty arrow to expand it. Then click the BSShaderTextureSet to highlight it. Now down below in the Block details box click on the arrow next to the textures. This will display the file path of the textures used. Make sure your modified file points to the same ones as the BOG mesh. Edit: no, the numbers don't matter.
TechBaNe Posted June 20, 2013 Posted June 20, 2013 Okay, well the paths look to be the same textures\characters\female\ and ends in either: upperbodyfemale.dds, upperbodyfemale_n.dds, or upperbodyfemale_sk.dds
gregathit Posted June 20, 2013 Posted June 20, 2013 You may need to try the Fallout section then. I can't offer you any other suggestions.
TechBaNe Posted June 20, 2013 Posted June 20, 2013 Okay, thanks for the help though. I'll start a topic there.
Mailamea Posted June 21, 2013 Posted June 21, 2013 I need help on using this the right way for fallout
Ark of Truth Posted June 21, 2013 Posted June 21, 2013 I need help on using this the right way for fallout It's easy to do, it's exporting which is the hardest part.
kingkong Posted July 20, 2013 Posted July 20, 2013 those bones as you mentioned when the meshe is not parfectly symetric, need to do right and left. But even so it saves time to paint and i wonder if it is possible to use this same concept to all bones like you select a number of vertices run your script select the bones we want, choose importance, and gradient and it automaticly paint i do not know if this is possible but i just want to say thank you for your files. oups : sorry for this i have just found the "Rig a mesh" automatic great this is going to be cool thanks
lovender Posted December 24, 2013 Posted December 24, 2013 Automatic BB Bone Weight PainterAutomatically generate BB groups and weight painting for Skyrim, Fallout New Vegas, Fallout 3, and Oblivion meshes.Using the ToolThe 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 1.1Select your options depending on your desired weighting and you're good to goAnd the ResultsCongratulations! All that's left is to import your skeleton and export your mesh. Asymmetric MeshThis 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 1.1Select "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 ModeGradient AngleThis 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 AreaThis 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 SidesShould 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.SmoothingSmoothing 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_1.7z2. 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[attachment=21889] Hi, gerra...I want to ask: is this step-by-step you explain above, can be used to fix bad weight-paint for the fingers too? I have this kind of problem, & can't fix it until now bcos of the lack of information on the net. Also want to try fix neovinci's mod if I got the knowledge:
gerra6 Posted December 24, 2013 Author Posted December 24, 2013 For that, your best bet is to grab my boneweight copy script. I'll send you the current beta
Nepro Posted May 10, 2014 Posted May 10, 2014 Is there other way to add bouncing boobs/butts effect to the outfits without using blender? I find blender very complicated.
D_ManXX2 Posted May 14, 2014 Posted May 14, 2014 Is there other way to add bouncing boobs/butts effect to the outfits without using blender? I find blender very complicated. If you find blender too complicated maybe you could try 3dmax ??
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