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Pregnant A or B cup bodies anyone?


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Posted

Actually I think I answered my own question. Yes you can simply run the automated script and do a weightpainting right over the existing one?

 

Now I am totally at a loss as to what to do. My new body doesn't show up in the game. I know that this is due to the skeleton but I thought I fixed that. I imported my torso, deleted the existing skeleton, selected the mesh, then imported the compatibility skeleton with the 'import skeleton only + parent mesh selected'. Then after all that exported the mesh. Nothing shows up in the game. What to do? Maybe I grabbed the wrong skeleton. I yanked the one out of the "_1stperson" folder, should I have gotten the one out of the "_male" folder instead?

Posted

Thanks that should help. So can I just add the new weightpainting over the existing one or do I have to delete the old one? If I have to delete the old one how would I go about that?

 

The Automated BB Weight Painter takes care of all of that. Note: It will only remove weight paint groups that you actually select.

 

When you load the tool' date=' and select Oblivion, you should see four vertex groups listed

 

Bip01 Op1 : Covers the entire Breast. Controls major movement

Bip01 Op2 : Covers partial breast area. Used for jiggle

Bip01 Op3 : Covers nipples only. Used for nipple specific animations

Bip01 Buttock : BB Butts weightpainting. To be used in the upcomming BB Butts animations. See this thread for more information

 

Let's say you have a mesh with OP1 and OP2 weightpainting.

 

What that actually means is that the mesh has four BB vertex groups (Bip01 Op1.L, Bip01 Op1.R, Bip01 Op2.L, Bip01 Op2.R).

 

Lets say you select a single vertex at the center of the left nipple and then run the tool. Depending on your selections, the tool will reweight paint between one and four of those vertex groups. Any groups that are not re-painted will remain as they were before you started.

Posted

Actually I think I answered my own question. Yes you can simply run the automated script and do a weightpainting right over the existing one?

 

Now I am totally at a loss as to what to do. My new body doesn't show up in the game. I know that this is due to the skeleton but I thought I fixed that. I imported my torso' date=' deleted the existing skeleton, selected the mesh, then imported the compatibility skeleton with the 'import skeleton only + parent mesh selected'. Then after all that exported the mesh. Nothing shows up in the game. What to do? Maybe I grabbed the wrong skeleton. I yanked the one out of the "_1stperson" folder, should I have gotten the one out of the "_male" folder instead?

[/quote']

 

Chances are good that the mesh has multiple scene roots. That happens sometimes.

 

Backup your mesh and then open it in Nifskope and take a look at the top Layer. If there is anything other than Scene Root there, something went wrong. Right click on Scene Root, select Block, then Crop to Branch.

 

Next, click on the arrow next to the Scene Root NiNode.

 

Is there another scene root? If so...keep opening scene roots until you get to the deepest one. Then right click on it, select Block, and Crop to Branch. Rename the Scene Root.xxx to Scene Root.

 

Save the mesh and try it again.

 

Note: if you don't see the mesh and a partial skeleton, chances are good that the mesh did not fully export.

 

*Edit* What Greg said. I managed to miss that part of your post.

Posted

Chances are good that the mesh has multiple scene roots. That happens sometimes.

 

Backup your mesh and then open it in Nifskope and take a look at the top Layer. If there is anything other than Scene Root there' date=' something went wrong. Right click on Scene Root, select Block, then Crop to Branch.

 

Next, click on the arrow next to the Scene Root NiNode.

 

Is there another scene root? If so...keep opening scene roots until you get to the deepest one. Then right click on it, select Block, and Crop to Branch. Rename the Scene Root.xxx to Scene Root.

 

Save the mesh and try it again.

 

Note: if you don't see the mesh and a partial skeleton, chances are good that the mesh did not fully export.

 

*Edit* What Greg said. I managed to miss that part of your post.

[/quote']

 

Ok so I did open it up in Nifscope and the first thing I see on the list is the Header followed by the Scene Root NiNode. Right clicked it, hit select Block, and Crop to branch. Saved the mesh. Now I do see her torso but it isn't quite what I expected, it's, well, here you take a look.

 

post-41305-13597881695227_thumb.jpg

Posted

Ok so I did open it up in Nifscope and the first thing I see on the list is the Header followed by the Scene Root NiNode. Right clicked it' date=' hit select Block, and Crop to branch. Saved the mesh. Now I do see her torso but it isn't quite what I expected, it's, well, here you take a look.[/quote']

 

Is that using the skeleton from the _male folder or _1stPerson folder?

 

It *looks* like the skeleton has no bones for the torso...which makes me think it's the first person skeleton.

Posted

No that's the one from the _male folder. Perhaps I should just redownload the skeleton and try it from 'freshness'.

Posted

No that's the one from the _male folder. Perhaps I should just redownload the skeleton and try it from 'freshness'.

 

Nope, still more fail. So sad. I used a completely new compatibility skeleton. Fresh I mean. Straight out of Blender it still does not show up at all in the game. After going through the previously mentioned steps in NifScope the mesh still look like the same garbled mess of nastiness.

 

Its a little disappointing. I mean you spend, what has it been, 2 days creating one single mesh, and what do you get? NOTHING! or A GARBELED-MASH-UP-OF-THE-WORST-KIND-OF-MOST-USELESS-TRASH-THIS-SIDE-OF-THE-GALAXY'S-LARGEST-SESPOOL!!!

 

.... so clearly I'm a little peeved.

Posted

I'm just sorta jumping in here but that looks like a weighting issue.

Posted

Easy man, be patient. If you have no experience on weightpainting before it's pretty tough work. And your very first task is weighting from scratch, not copying? Bah, horrible. Manual weighting is the last thing I want to do if I make a clothing.

 

I cannot tell as I myself never tried that Auto BB script yet, but I think so, that pic looks like has wrong bone weight. (or corrupted skeleton)

 

No idea what went wrong in the belly but how about trying Gerra's BWC 2.0 script for the arms. It'll give you the second chance to fix a screwed weight.

http://www.loverslab.com/showthread.php?tid=14073

 

Well actually if I were you I'd check weightpainting manually in the weight painting mode (ctrl tab) and see what's goin on.

Posted

No that's the one from the _male folder. Perhaps I should just redownload the skeleton and try it from 'freshness'.

 

Nope' date=' still more fail. So sad. I used a completely new compatibility skeleton. Fresh I mean. Straight out of Blender it still does not show up at all in the game. After going through the previously mentioned steps in NifScope the mesh still look like the same garbled mess of nastiness.

 

Its a little disappointing. I mean you spend, what has it been, 2 days creating one single mesh, and what do you get? NOTHING! or A GARBELED-MASH-UP-OF-THE-WORST-KIND-OF-MOST-USELESS-TRASH-THIS-SIDE-OF-THE-GALAXY'S-LARGEST-SESPOOL!!!

 

.... so clearly I'm a little peeved.

[/quote']

 

Post the Blend file. I'll see what I can do. And then I'll let you know what I did.

Posted

I'm just sorta jumping in here but that looks like a weighting issue.

 

Easy man' date=' be patient. If you have no experience on weightpainting before it's pretty tough work. And your very first task is weighting from scratch, not copying? Bah, horrible. Manual weighting is the last thing I want to do if I make a clothing.

 

I cannot tell as I myself never tried that Auto BB script yet, but I think so, that pic looks like has wrong bone weight. (or corrupted skeleton)

 

No idea what went wrong in the belly but how about trying Gerra's BWC 2.0 script for the arms. It'll give you the second chance to fix a screwed weight.

http://www.loverslab.com/showthread.php?tid=14073

 

Well actually if I were you I'd check weightpainting manually in the weight painting mode (ctrl tab) and see what's goin on.

[/quote']

 

Ahh the collective genius of Lovers Lab strikes AGAIN! :D I am so happy that you both mention this. It got me thinking so I went back and took a look at the body in the weightpainting mode. Low and behold! SERIOUS, MAJOR, EPIC FAIL! Many of the body areas like the Upper Arm and Pelvis had their weighting in crazy places.

 

post-41305-13597881697975_thumb.jpg

 

That was probably the problem. Now I have absolutely no idea how to fix it but maybe someone would be kind enough to instruct me in painfully intricate detail?

 

To Gerra I have included both the Blend file and the Nif file for you.

 

Pregnant F Cup Body.7z

 

No idea how the weightpainting got so messed up. Could it have been the body mesh transformation that did it? Who knows?

Posted

 

Ahh the collective genius of Lovers Lab strikes AGAIN! :D I am so happy that you both mention this. It got me thinking so I went back and took a look at the body in the weightpainting mode. Low and behold! SERIOUS' date=' MAJOR, EPIC FAIL! Many of the body areas like the Upper Arm and Pelvis had their weighting in crazy places.

 

That was probably the problem. Now I have absolutely no idea how to fix it but maybe someone would be kind enough to instruct me in painfully intricate detail?

 

To Gerra I have included both the Blend file and the Nif file for you.

 

No idea how the weightpainting got so messed up. Could it have been the body mesh transformation that did it? Who knows?

[/quote']

 

I've taken a look. The problem can be fixed fairly easily at this stage with the Boneweight Copy Script 2.3 found in this thread. One caveat...the current version of the Boneweight Copy Scripts will not remove any pre-existing weight painting. This is by design, but I think I'll include the option to delete pre-existing weight painting in the next version.

 

Fortunately, deleting weight painting is easy.

 

1. Select the Mesh

2. Under Link and Materials, go crazy with the 'delete' button until no groups remain

 

To use the boneweight copy script, you will need two meshes. The mesh you are copying from, and the mesh you are copying to. So since this is a modification of HGECP3, it's simplest to import an HGECP3 upper body.

 

1. Delete all skeletons. Save your Blend File.

2. Close and reopen your blend file (we're being paranoid today)

3. Hit a until nothing is selected.

4. Import the HGECP3 upper body mesh

5. Delete the skeleton

6. Save your Blend file, close and reopen Blender (extra cautious paranoid mode)

7. Now select your modified HGECP3 mesh. Tab into edit mode and hit 'a' until all vertices are selected.

8. Next, select the imported vanilla HGECP3 mesh. Tab into edit mode and hit 'a' until all vertices are selected.

9. Save

10. Fist select your modified HGECP3 mesh, then shift select the vanilla HGECP3 mesh.

11. Run Boneweight Copy 2.3a

12. Save your Blend file

13. Move the vanilla HGECP3 mesh to a new layer. Deselect it. (hit 'a')

14. Go back to the layer with your modified mesh

15. Select your mesh, and ONLY your mesh.

16. Import a skeleton (per prior instructions), export, test in game.

 

As for how the problem happened in the first place, unless I miss my guess, did you export the nif and then reimport it at some point? If an export goes bad it can severely screw up the weight painting.

F_Cup_Preggo_Body_1st_Trimester.7z

Posted

Once again thanks for the help, seriously I would be lost otherwise. I did as you instructed but I want to clarify some things. In the links and materials for the mesh I am deleting all the Vector Groups correct? And when I go to run the Copy Bone Weighting script I should then in theory select every darn option since I deleted everything else correct?

 

Anyway I did this and unfortunately python had an error with the script. The screenshot shows the details.

 

post-41305-13597881732681_thumb.jpg

Posted

Actually I solve my own issue. Just had to turn off one of the settings in the script. Now I have a whole new issue. I finished up everything by throwing in a new skeleton and adding the BB weighting to the chest and go to export the nif file. Blender kicks back an error saying, "BLENDER CANNOT EXPORT NIF FILE WITH UNWEIGHTED VERTICES. THE UNWEIGHTED VERTICES HAVE BEEN SELECTED ON THE MESH." And low a behold there are the glowing little buggers. I don't have any idea what to do about this.

 

post-41305-13597881733164_thumb.jpg

Posted

This is fairly common, on the bottom left corner of the screen (with the problem vertices selected) Under Vertex Groups hit one of them (I usually just use TORSO, I'm not sure it matters) then hit apply. Then try exporting again.

Posted

ok so after a whole lot of trial and error and settling with crap results and more piles of the worst kind of putrefaction than I know what to do with here is what I firgured out. I am pretty bloody sure that somehow my import/export script for nif files is corrupted. How did I come to this conclusion? Well right from the gettco people have pointed out how many of the problems that I am having have come from issues with a bad export of the files from Blender. The other big this is this I just took the HGEC F cup body straight from the game file. DIDN'T CHANGE ANYTHING WITH THE MESH. With the exception that I though I would re-weightpaint the boobs with the automated BB script. Did that, NOTHING ELSE AT ALL, and exported the file. What happens? Nothing! No appearance of the mesh at all in the game. Something tells me if I go back and take that mesh through NifScope and do the whole 'select block and crop to branch' steps that all I will be left with is more twisted garbled mess in the game. My newest attempt on the mesh that everyone has been helping me out with was met with the same results. The weightpainting always gets currupted. That said I am going to do a complete and totally new installation of the import/export script. Hopefully that will fix my issues. That said sadly I have no idea anymore where I can find the import/export script for nif files. If someone would be kind enough to point me in the right direction that would be fantastic.

Posted

Wait.

I've taken a look a bit, I'm a noob myself though. A crude but simple way to get this to work.

 

Give it a try just once more before you give in. ( hardly a chance that someone's importer/exporter themselves are currupted, imo. )I do respect your passion... No magic needed.

 

Pregnant F Cup Body - fixed.7z

consists of your original corrupted nif, after I flatten the skeleton (1.nif) and final (2.nif)

 

 

 

1. I imported 1.nif, and deleted the skeleton. (Layer 1)

Let's call this PregF.

4qhr0wbn6pvdg4fbg.jpg

 

2. Imported HGECP3 nif, and deleted the skeleton. (Layer 2)

u82dufmgimdf950bg.jpg

 

3. Imported HGEC F cup nif. I'll use this skeleton. (Layer 3)

bb7tsppz62f27jgbg.jpg

 

Rename the skeleton to Scene Root. and parent other meshes.

 

4. I'll do typical BWC. Delete all the vertex groups from the PregF to make it copyable. Then, Copy bone weights from HGECP3 upper.

Select HGECP3 first, then shift+select PregF, and run the BWC script.

Quality 2 should be enough.

 

5. Before I proceed - I find the PregF is not symmetric. Symmetric mesh is easier to deal with, so I deleted the left part of the body and mirrored and merged.

 

To mirror it: copy the right part, mirror it (Ctrl+M, X) and enter edit mode. select all and hit Flip Normals button. (You can find it from Mesh Tools panel.) And join them together (Ctrl +J)

 

You'll see the gap along the Y axis of the body. select all the vertices that should be snapped, scale them along the X axis(S,X) to snap them to midpoints.

 

Then, Select all, and hit W, select Remove Doubles. Now merged and the PregF mesh is symmetric.

 

Note: If you are too lazy like me to do it one by one, try this script.

http://www.loverslab.com/showthread.php?tid=11778

 

6. This is BBB state of PregF, fresh out of BWC. It's copied from HGECP3.

uvy2jp5o75mcyo7bg.jpg

 

And this is HGEC F cup body.

ib2xlmumwi0i32cbg.jpg

 

7. Now I copy BBB weights from HGEC F to PregF using BWC 2.3a script. You already know how. Save the file before do this and try anything you want to get clear result.

 

y3a9ik8259seq3nbg.jpg

 

Thanks to that script, and with a liiiiiiiitle bit of manual adjustment, now this should be decent.

Warning, manual weighting in edit mode is really really boring process, I'd prefer weight paint mode almost always.

 

qaj7j644k4dy8zxbg.jpg

 

8. At long last, time to export. Delete all other meshes except PregF, move the skeleton to layer 1,

(select all, hit Ctrl+A and select scale and rotation to ObData -not necessary but I usually do, just my habit)

select all and export.

 

export settings, just to be clear.

v6lsnd5nd2g52qtbg.jpg

 

9. Go and test your work in game. I tested 2.nif ingame.

 

Well I cannot tell if its BBB weight is good but at least it does not look like a creepy octopus.

 

post-40118-13597881766349_thumb.jpg

 

You'll need more delicate adjustment such as seam-mending or fixing mid-line of the body ) to make this look fine. This is just for tutorial, if I can name it.

 

 

 

Hope this is not too complicated.

Posted

Well here is a status update. I think I am on the right track. After going with this new Blender-X portable and essentially a brand new import/export script I have had a bit of success. My first test was to import the HGEC F cup body (unaltered) and simply redo the weightpainting for the boobs with the automated BB weightpainting script. Did that and exported it. Still had to go through NifScope and do the whole block -> crop to branch thing but after that one I was in-game I was able to load the mesh with no problems! YAY! BRAND NEW BOUNCING BOOBIES! I'm so giddy. Unfortunately my custom mesh exported through the new blender system is still having weightpainting issues. Now comparatively speaking I am probably better off simply starting over from scratch with the mesh. Probably won't take me much time. Just got to sculpt me some new boobs and that should be it. I will let everyone know how it turns out when that's done!

Posted

OMG, OMG, OMG, OMG, OMG, OMG, OMG, OMG, IT WORKS! OH I'M SO GIDDY! Behold a gloriously oily, big bellied, big boobied, pregnant body! Now I can finally move forward with making a whole line of pregnant bodies based on specific breast size bodies. Got a B cup babe? She's going to have E's by the time she's done! Got an F cup gal? She'll have bigger than K boobs by the time she's done! Hmmm, have you been impregnated by weird creatures? Maybe your gal will end up with a belly showing the odd bumps and contortions that come from having a womb full of larvae or eggs! Who knows what will come from this marvelous turn of events!

 

post-41305-13597881776506_thumb.jpg

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