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Outfit Studio: Setting up a bodyslide body as a direct target for converting outfits from non-bodyslide/cbbe bodies.


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Posted
[edit] I changed "custom body" to "bodyslide body"
 
I have a bodyslide body completed.
I want to convert outfits from, say UUNP to my bodyslide body.
I used the guide Making a new conversion reference and Reference Templates, but there are references that are unexplained . . .
Specifically:
  • In the Making guide, first step, "Load up a reference template with sliders, for example the CBBE Body template. This will be the target body that you want to `convert to`." No, I don't want to convert TO cbbe, I want to convert from it.
  • Following the link to the Reference Templates guide, first step, "The sourcefile attribute describes the path to the file your `project` is stored in." What project? I should make a project with my custom body in it? Is there a guide somewhere on how would I do that?
Again, just to be clear, I've already used bodyslide, to create a bodyslide body. I've used that bodyslide body in bodyslide to reshape outfits "a lot". I don't want to do that.
 
What I want to do is take an outfit, that doesn't have bodyslide data, and convert it directly to my bodyslide body.
Is there a guide or info somewhere on how to do that?
Posted

is a good question for caliente...

this way you described i never have understood, so i used simply new bodies or simply new sliders itself and added them to body slide, which is because of race menu little more complicated then, but if done, you can very quickly add those new sliders to the clothing by simply confirm all sliders-very easy. By that way you can add hundreds of new sliders and get a very well working expanded body slide with all the slider-effects you are missing in your existing set-up.

If you created a custom body, you can create a new slider and load this body to that slider-you can also add the body then as a 0-weight version, so to get high and low slider-but it´s only optional. The new slider is storable as slider with *.b?? extension and is used inside of the suiting folder where the uunp or cbbe bodies and their feet and hands resist.

If you edit also the ankles and the wrists, you also have to create those hands and feet and tell body slide, to load them together with your new made body-slider (like the dream-girl-body is working).

If those changes are done, you have to edit the race menu.esp and load it into CK. You have to add the new body-slider into the script of the race-menu and then to store the race menu.esp. After that should your race menu and body slide work together with the new slider. All your clothing has to be confirmed with this new sliders as well (it can take some days to get this all working), but after all of that workaround, your setup is of course completely showing up new possibilities to merge the new sliders with the old ones or to specially only call your new dedicated body.

This method is causing an incompatibility to your body-system with others and only a good idea, if you don´t create new body slide-mods.

In future I´ll switch back to this of my work with more than 300 sliders, which spend endless ways of body-creation. A second partition or a parallel installation should herewith also work fine. 

Posted

1. Load up a reference template with sliders, for example the CBBE Body template. This will be the target body that you want to convert to.

Your setup will be

1. Load up a reference template with sliders, for example the Your NEW Body template. This will be the target body that you want to convert to.

 

Outfit, that doesn't have bodyslide data, you men no sliders? Then bodyslide cant work.

 

Best is always to use the UUNP body and add new sliders. In the future with new body types all your armors will be easy to convert or upgrade.

 

 
Quote

 

What I want to do is take an outfit, that doesn't have bodyslide data, and convert it directly to my custom body.
Is there a guide or info somewhere on how to do that?

 

1. Copy your body nif file to Unified UNP folder. Rename to UUNPNEW.nif. And the mesh needs to be renamed to UUNP.
2. Edit CalienteTools\BodySlide\RefTemplates.xml and add you new Template.
<Template sourcefile="SliderSets\UUNPNEW.xml" set="NEW UUNP" shape="UUNP">UUNP NEW</Template>
3. Copy CalienteTools\BodySlide\SliderSets\UUNP.xml and rename to UUNPNEW.xml
4. Edit UUNPNEW.xml and change
<SliderSet name="UUNP NEW">
        <SetFolder>Unified UNP</SetFolder>
        <SourceFile>UUNPNEW.nif</SourceFile>
        <OutputPath>meshes\actors\character\character assets</OutputPath>
        <OutputFile>femalebody</OutputFile>
        <BaseShapeName target="UUNP">UUNP</BaseShapeName>
5. Now you have a new template in bodyslide. Use the new template and Open import UUNP armor.
6. Add new slider.
7. Activate the slider and and mark the UUNP body.
8. Now form you body to the UUNP Armor.
9. Export the slider settings as .bsd. Copy the file to Unified UNP folder. And close the program.
10. Edit UUNPNEW.xml  and add on the top
        <Slider name="UUNPNEW" invert="yes" small="0" big="0">
            <datafile name="UUNPNEW" target="UUNP">UUNPNEW.bsd</datafile>
        </Slider>
11. Now you have a template with the UUNP Slider.

12. Open Bodyslider.

13. Import armor and use your template. Conform all.

14. Activate the new slider and set as base shape.

 

this is not the best set since any armor you do will only fit your new body, hope I didn't miss anything

 

Best is to Import your armor and add the UUNPNEW slider data and use BodyGenData for your new Race. Then all Races can use the armor.

Posted
4 hours ago, Monsto Brukes said:

What I want to do is take an outfit, that doesn't have bodyslide data, and convert it directly to my custom body.

What do you mean by "custom body"? Did you sclulpt a completely new body that is not a UUNP/CBBE in a 3D program?

 

EDIT: please tell us bodytype and preset for your body (for example UNPB w/ custom preset) and bodytype and preset for the outfit (you should know bodytype for the outfit, if you do not know which preset was used to make it then it will make the conversion a bit harder for you).

  • 3 weeks later...
Posted

My post wasn't clear enough so I changed it. I hope it's clear now.

 

The body was built using bodyslide, not a mesh building tool like 3DSMax or Blender. It's been so long that I don't remember what base I used, but most likely CBBE.

 

I want to "convert" a bunch of outfits from various body-types (UNP, 7B, etc) for use on the bodyslide body that I've created. 

 

 

Posted
On 5/29/2019 at 8:10 AM, Monsto Brukes said:

My post wasn't clear enough so I changed it. I hope it's clear now.

 

The body was built using bodyslide, not a mesh building tool like 3DSMax or Blender. It's been so long that I don't remember what base I used, but most likely CBBE.

 

I want to "convert" a bunch of outfits from various body-types (UNP, 7B, etc) for use on the bodyslide body that I've created. 

 

 

So your body is a CBBE with some custom preset (this is what you call custom/bodyslide body) and you have some UNP, 7B, etc outfits that do not have BS files. Your "direct target" is then CBBE body (preset does not matter).

In this case, you do not have to create a conversion reference as the target is CBBE (w/custom preset). There are already conversion templates from most UUNP bodytypes to CBBE.

 

Open OS, menu/load reference -> convert: UNP High to CBBE (or whatever UNP type you are converting from, you might see wrong textures on the body, dont worry about that)

Import the nif (high weight one _1) from the UNP outfit.

Delete the body shape that came from the outfit.

Menu/slider/conform all.

Then move the slider to 100% (both reference body shape and all shape from the oufit should transform as you move the slider).

Menu/slider/set base shape.

Menu/load reference -> CBBE body (or CBBE HDT/BBP/TBBP whatevery you use).

Menu/slider/conform all.

At this point the outfit should roughly fit the CBBE body with some clipping here and there.

(optional) you can zap the body parts under the outfit which are not visible, this helps the performance, avoids clipping and makes the nif smaller (find out how to zap in the guide on github).

Now move everyslider to 100% and fix the clipping (one by one, not all of them at once).

Select all the shapes, but the reference body and Menu/shape/copy bone weights, confirm (this is a lazy approach, might not work 100%, manual weight paint correction might be required).

Save the project, output filename should be the same as the source nif and so should be the path, if it is a torso part (slot32) then make sure copy reference shape is checked.

Refresh outfits in BS and build your newly converted outfit with your preset.

 

Sometimes the outfit modders/authors have a "great idea" to build the outfit with custom BS preset and then distribute it without BS preset files. Converting such meshes is a pain as you have to manually move every slider to match your target body.

 

Hope this helps.

 

 

 

Posted

EXCELLENT QUICK GUIDE 

 

Thank you VERY much.

 

Is this guide not a "thing" out there anywhere? If not, I may tweak it a bit for clarity etc and put it up somewhere. A bodyslide github wiki submission is likely the best place.

 

Not just for the guide, but you reminded me that I've spent way too many hours shrinking the body mesh to fix clipping. . . when zapping the offending polygons would be much simpler.

  • 4 weeks later...
Posted
On 5/30/2019 at 12:52 PM, OrrieL said:

 

Then move the slider to 100% (both reference body shape and all shape from the oufit should transform as you move the slider).

 

Alright I finally got around to fuxoring with this and I have a question.

 

Quoted is your step 5 in the quick guide you gave... do you mean ALL the sliders on the bottom right?

 

Reason I ask because "move the slider" sounds like there should be one slider, but there's no sliders showing at this point except the stack on the bottom right.

Posted
12 hours ago, Monsto Brukes said:

Alright I finally got around to fuxoring with this and I have a question.

 

Quoted is your step 5 in the quick guide you gave... do you mean ALL the sliders on the bottom right?

 

Reason I ask because "move the slider" sounds like there should be one slider, but there's no sliders showing at this point except the stack on the bottom right.

 

If you see more sliders (like UNP low/high, UNPB low/high etc) after loading a conversion reference then you are probably loaded an CBBE to UUNP conversion template (you can try to load any UUNP to CBBE conversion template and you will see theres only one slider which i mentioned in step 5).

 

If you look back at my posts I was asking exactly which bodytype and preset are you using and from which you want to convert. The stepps differ a bit and I will assume now that your bodytype with custom preset is not CBBE but rather UUNP.

 

If you are converting from CBBE to UUNP then you can skip step 5 as CBBE zero all and UUNP zeroed sliders share the same shape. The sliders are there so you can convert directly to one of the UNP variants, but you do not want that. You want your target to be UUNP zeroed sliders (so you do not move any in the conversion process), because your custom UUNP preset you made in bodyslide is using UUNP zeroed sliders as its base.

Of course in step 7 you will be loading one of the UUNP reference bodies.

 

This all assumes that the source CBBE outfit is CBBE zero all (it should be if the outfit has bodyslide files). If the mesh is not CBBE zero all, but rather curvy/slim/custom then you would really need to create a conversion reference from CBBE curvy/slim/custom to CBBE zeroall and then you would need to use this conversion reference to convert from CBBE curvy/slim/custom to CBBE zeroall and then CBBE to UUNP.

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