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CBBE BodySlide - Simple question that I can't find on Google


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Posted

Well my question is very simple, how do I create/add sliders for a CBBE Outfit ? I would like to modify them to make them fit with my custom body but I guess I can't because they don't have "CalienteTools" folder with the required files. I have no idea how to do it cause they don't show up in BodySlide. 

 

Spoiler

image.png.9d2019557211d41942985b5d7b540bf2.png

Posted

Im bad with making them, so my input might not be all that helpfull, But i have also been trying to make a bodyslide for the BlackSuit mod.  

 

You need to use outfuit studio  and make a new bodyslide file for it.  But i have no idea how to do it properly.  There are a few guides on how to convert UNP to CBBE but each time ive tried it kinda works, but doesnt work properly like it should

Posted

If you've already rad it, disregard my original post. I misunderstood what you wanted to know. Looks like you want to make a bodyslide project for an outfit that exists.

Open Outfit Studio and click on New Project.

Then select whichever body you want to have as a reference (most likely CBBE HDT) and on the second screen in "Outfit/Mesh" select the outfit.

 

If you now have two bodies in the project delete the one in white and leave the one in green script.

Now go "Sliders->conform all".


This will put all the sliders the body has onto the outfit. You might want to check if they fit and correct them if necessary. Especially BreastsSSH and PregnancyBelly tend to need some corrections.

 

With the Bone Weights I usually like to copy only specific bones, but you can also use "Shape -> Copy Bone Weights" to copy all bones from the body to the selected part of parts of the outfit. With long skirts especially copying thigh and calf bones can be a bit problematic and needing manual edit, so I prefer to see if not copying those works and if it does, fine. If not... off to the manual editing it is... which is no fun for me at least, since it usually ends up with multiple times I need to boot up the game, check the outfit ingame and then make corrections, start the game again to check... rinse and repeat until it's right (or "good enough" at any rate).

 

Either way, once you get to saving your project, make sure the "Output File Name" and "Output Data Path" on the saving screen match the filename and filepath of the outfit's mesh exactly. Every other line you can choose as you like, but these two MUST be correct.

"Copy reference shape into output" will determin if the body itself is part of the outfit. If you make something like gloves, it's generally better to unchick this option and leave it only on for whichever part of a set is the main part, usually the torso.

If the outfit completely covers the skin (like all most of the heavy vanilla armors like Dwarfen or Ebony) then you also don't need the body in the project. It won't hurt, but it's also not necessary and not having the body makes clipping errors basically invisible and frees some memory while playing the game.

 

If you want to create a completely new slider, instead of editing existing ones, just go "Slider -> New Slider" and then edit it the exact same way you would an already existing one. You only really need to edit it on 100% setting, since Outfit Studio will automatically extrapolate the other slider positions in a linear fashion.

 

 

In some rare cases this usual method might not work and only produce a project where the body, but not the outfit is effected by the sliders. In those cases use "Load Project" to load the CBBE body (filepath "...data\CalienteTools\BodySlide\SliderSets\CalienteBody.xml" which will give you a submenu to select which CBBE body you want) and then use "File->Import->From Nif..." to get the outfit loaded into the project and work as desribed above from there.

 

CAUTION! If you are using this method, make sure you do NOT hit "Save Project" of you'll overwrite the CBBE body! Make absolutely sure the first time you save is via the "Save Project As".

Posted
Spoiler
16 hours ago, NoNickNeeded said:

If you've already rad it, disregard my original post. I misunderstood what you wanted to know. Looks like you want to make a bodyslide project for an outfit that exists.

Open Outfit Studio and click on New Project.

Then select whichever body you want to have as a reference (most likely CBBE HDT) and on the second screen in "Outfit/Mesh" select the outfit.

 

If you now have two bodies in the project delete the one in white and leave the one in green script.

Now go "Sliders->conform all".


This will put all the sliders the body has onto the outfit. You might want to check if they fit and correct them if necessary. Especially BreastsSSH and PregnancyBelly tend to need some corrections.

 

With the Bone Weights I usually like to copy only specific bones, but you can also use "Shape -> Copy Bone Weights" to copy all bones from the body to the selected part of parts of the outfit. With long skirts especially copying thigh and calf bones can be a bit problematic and needing manual edit, so I prefer to see if not copying those works and if it does, fine. If not... off to the manual editing it is... which is no fun for me at least, since it usually ends up with multiple times I need to boot up the game, check the outfit ingame and then make corrections, start the game again to check... rinse and repeat until it's right (or "good enough" at any rate).

 

Either way, once you get to saving your project, make sure the "Output File Name" and "Output Data Path" on the saving screen match the filename and filepath of the outfit's mesh exactly. Every other line you can choose as you like, but these two MUST be correct.

"Copy reference shape into output" will determin if the body itself is part of the outfit. If you make something like gloves, it's generally better to unchick this option and leave it only on for whichever part of a set is the main part, usually the torso.

If the outfit completely covers the skin (like all most of the heavy vanilla armors like Dwarfen or Ebony) then you also don't need the body in the project. It won't hurt, but it's also not necessary and not having the body makes clipping errors basically invisible and frees some memory while playing the game.

 

If you want to create a completely new slider, instead of editing existing ones, just go "Slider -> New Slider" and then edit it the exact same way you would an already existing one. You only really need to edit it on 100% setting, since Outfit Studio will automatically extrapolate the other slider positions in a linear fashion.

 

 

In some rare cases this usual method might not work and only produce a project where the body, but not the outfit is effected by the sliders. In those cases use "Load Project" to load the CBBE body (filepath "...data\CalienteTools\BodySlide\SliderSets\CalienteBody.xml" which will give you a submenu to select which CBBE body you want) and then use "File->Import->From Nif..." to get the outfit loaded into the project and work as desribed above from there.

 

CAUTION! If you are using this method, make sure you do NOT hit "Save Project" of you'll overwrite the CBBE body! Make absolutely sure the first time you save is via the "Save Project As".

 

Okay this helped me but I'm missing some.

"If you now have two bodies in the project delete the one in white and leave the one in green script.

Now go "Sliders->conform all".


This will put all the sliders the body has onto the outfit. You might want to check if they fit and correct them if necessary. Especially BreastsSSH and PregnancyBelly tend to need some corrections.

 

With the Bone Weights I usually like to copy only specific bones, but you can also use "Shape -> Copy Bone Weights" to copy all bones from the body to the selected part of parts of the outfit. With long skirts especially copying thigh and calf bones can be a bit problematic and needing manual edit, so I prefer to see if not copying those works and if it does, fine. If not... off to the manual editing it is... which is no fun for me at least, since it usually ends up with multiple times I need to boot up the game, check the outfit ingame and then make corrections, start the game again to check... rinse and repeat until it's right (or "good enough" at any rate)."
 

After "Sliders->Conform all" I get this:

Spoiler

image.png.e75ed325fe2e7fb060033c1e60ad6784.png


As you can see the Outfit has a different Body Preset and I wanna make it fit with the base CBBE but I dont know how. If I move the sliders both body and outfit change, If I use the brush like when fixing clipping the outfit gets deformed, I dont really know what I need to do from there to make it fit with the body.

Posted

There are three ways to  deal with this.

 

Option 1: Manual

The most straightforward, but also most work-intensive way is to simply manually do it via brushes.

 

Option 2: Conversion Reference

If the body is either of a kind that has a conversion reference, or is very close to one that has it, you can use that.

Put the outfit into a project and the use "Load Reference".

 

If you know the source's body, then you can just load the fitting "Convert X to CBBE".

Here you can hit "Conform all", pull the single existing slider to 100% and then hit "Sliders->Set Base Shape". Now you can use Load Reference to load the actual CBBE body into it and you can work from there.

 

If you don't know the base body's type, then you can load the "Convert CBBE to UNP/7B/DG/CHSBHC..." reference.

Now you can try all the sliders on the right to see if any makes the original and the reference body match up or at least get very close to each other. If you found the one that will help you the most, use "Set Base Shape" first, then follow up by "Conform All" and finally put slider you used to -100% (click into the number to the right of the slider and type it in manually) and confirm with "Set Base Shape".

If it's a perfect fit, great, you can now load the actual CBBE body in it and work from there, if it isn't, continue with either option 1 or 3.

 

Option 3: Slider fiddling

Load the CBBE Reference body into the project but do not conform the sliders yet.

In this state only the CBBE body will change when you manipulate sliders, but the original body and outfit will not.

Now you can either make the outfit invisible and try to make the two bodies the same shape, or make the original body invisible and try to make the body fit as snuggly as possible into the outfit. Either way, switching between fully showing the respective parts and showing them as wire-frames will help in getting it right.

 

In the screenshot for exmaple, I'd first try to put the BreastsSH, BigTroso and one of the bigger butt sliders higher and see if that fits. Don't forget that you can also put sliders above 100% or into the negative by clicking into the number to the right of the slider and typing the number in.

Once you've got a perfect fit, or get as close as you think you'll ever get write down or make screenshots of all sliders you are using. Then hit "Set Base Shape" followed by "Conform All".

Finally put in the reverse value of every single slider you wrote down (so if you put "PushUp" to 26 now you put it to -26) and then finalize with "Set Base Shape".

Now your outfit is more or less in CBBE shape and you can load the actual CBBE body into the project. If you can't get it 100% right with this method, there's no other way than correcting the final few issues manually.

 

There is a way to use this finalized version to make a conversion reference of your own, but I've never tried that, so I can only tell you that is exists. Either way it will only help you if you have multiple outfits of that body type that you want to convert.

 

 

Edit: Oh a final though: If you already conformed the sliders, you can at any time undo this by selecting one or multiple parts and then use "Slider->Clear Slider Data". This will remove the sliders from the selected parts, but leave them for the not selected ones. And you can also conform onto only selected meshes by "Conform Selected". Using "Conform All" will overwrite all sliders with the values of whatever part is currently set to reference, so if you cleared the sliders from only one part and don't want to lose the work you put into the sliders of another part, make sure to use only conform selected so you don't lose that work.

Posted
Spoiler
7 hours ago, NoNickNeeded said:

There are three ways to  deal with this.

 

Option 1: Manual

The most straightforward, but also most work-intensive way is to simply manually do it via brushes.

 

Option 2: Conversion Reference

If the body is either of a kind that has a conversion reference, or is very close to one that has it, you can use that.

Put the outfit into a project and the use "Load Reference".

 

If you know the source's body, then you can just load the fitting "Convert X to CBBE".

Here you can hit "Conform all", pull the single existing slider to 100% and then hit "Sliders->Set Base Shape". Now you can use Load Reference to load the actual CBBE body into it and you can work from there.

 

If you don't know the base body's type, then you can load the "Convert CBBE to UNP/7B/DG/CHSBHC..." reference.

Now you can try all the sliders on the right to see if any makes the original and the reference body match up or at least get very close to each other. If you found the one that will help you the most, use "Set Base Shape" first, then follow up by "Conform All" and finally put slider you used to -100% (click into the number to the right of the slider and type it in manually) and confirm with "Set Base Shape".

If it's a perfect fit, great, you can now load the actual CBBE body in it and work from there, if it isn't, continue with either option 1 or 3.

 

Option 3: Slider fiddling

Load the CBBE Reference body into the project but do not conform the sliders yet.

In this state only the CBBE body will change when you manipulate sliders, but the original body and outfit will not.

Now you can either make the outfit invisible and try to make the two bodies the same shape, or make the original body invisible and try to make the body fit as snuggly as possible into the outfit. Either way, switching between fully showing the respective parts and showing them as wire-frames will help in getting it right.

 

In the screenshot for exmaple, I'd first try to put the BreastsSH, BigTroso and one of the bigger butt sliders higher and see if that fits. Don't forget that you can also put sliders above 100% or into the negative by clicking into the number to the right of the slider and typing the number in.

Once you've got a perfect fit, or get as close as you think you'll ever get write down or make screenshots of all sliders you are using. Then hit "Set Base Shape" followed by "Conform All".

Finally put in the reverse value of every single slider you wrote down (so if you put "PushUp" to 26 now you put it to -26) and then finalize with "Set Base Shape".

Now your outfit is more or less in CBBE shape and you can load the actual CBBE body into the project. If you can't get it 100% right with this method, there's no other way than correcting the final few issues manually.

 

There is a way to use this finalized version to make a conversion reference of your own, but I've never tried that, so I can only tell you that is exists. Either way it will only help you if you have multiple outfits of that body type that you want to convert.

 

 

Edit: Oh a final though: If you already conformed the sliders, you can at any time undo this by selecting one or multiple parts and then use "Slider->Clear Slider Data". This will remove the sliders from the selected parts, but leave them for the not selected ones. And you can also conform onto only selected meshes by "Conform Selected". Using "Conform All" will overwrite all sliders with the values of whatever part is currently set to reference, so if you cleared the sliders from only one part and don't want to lose the work you put into the sliders of another part, make sure to use only conform selected so you don't lose that work.

 

Okay so I did it with the Option 3 since it was faster than just brush it all and get weird forms. I understood a lot of your explanations and it helped me a lot. It's so nice to see some ppl explaining the things and making them understandable not just "do this" and then I have no idea what I did. Well I think this gonna be my last question, is there a way to move my custom body to Outfit Studio ? It's kinda hard to fix the clipping on some outfits when you don't have your own body as template.

 

Spoiler

image.png.9e2b07356a2d0707d84160c96a0a1c8a.png

 

Posted

Okay... that's funny. So I didn't misunderstand in my first original post that I overwrote after all. ^^

 

You can make a new project with your body's mesh loaded instead of an outfit, then load the body you want to have the sliders from into it via "Load Reference" and then just conform all (and then delete the reference body).

If laoding a reference body into your project is automatically deleting your body, first make a duplicate (right click in the meshes box), then rightclick this duplicate again and select "Set Reference". Now when you load another reference, the duplicate body will be deleted and the original one will stay. This little workaround is also useful if you ever find yourself wanting to convert fingerless gloves incidentally.

 

If that looks wonky, you could pretty much do option 3 to first make the two bodies overlap as well as possible and then reverse the sliders to get your body back to it's original shape, but with the added attached.

 

Once the body is saved as a project, you can use it like all the other references. If it doesn't show up in the respective drop-down menu, you can select the "From file" option and just browse to your body's project file.

Posted
Spoiler
2 hours ago, NoNickNeeded said:

Okay... that's funny. So I didn't misunderstand in my first original post that I overwrote after all. ^^

 

You can make a new project with your body's mesh loaded instead of an outfit, then load the body you want to have the sliders from into it via "Load Reference" and then just conform all (and then delete the reference body).

If laoding a reference body into your project is automatically deleting your body, first make a duplicate (right click in the meshes box), then rightclick this duplicate again and select "Set Reference". Now when you load another reference, the duplicate body will be deleted and the original one will stay. This little workaround is also useful if you ever find yourself wanting to convert fingerless gloves incidentally.

 

If that looks wonky, you could pretty much do option 3 to first make the two bodies overlap as well as possible and then reverse the sliders to get your body back to it's original shape, but with the added attached.

 

Once the body is saved as a project, you can use it like all the other references. If it doesn't show up in the respective drop-down menu, you can select the "From file" option and just browse to your body's project file.

 

I think I didn't explained my self correctly, when I said Custom Body I meant my body Preset. The one in the pic of the right is my preset for CBBE HDT. I'm not sure If I can use my own preset in OutfitStudio so I dont need to keep opening and closing the game on every change. 

Posted

Oh... I see.

Not that I'm aware of.

 

But you don't necessarily need to go ingame all the time. You can also use the preview window of BodySlide. Just like in Outfit Studio, in BodySlide you can also manually put numbers beyond 100% in the number field (though there it only refreshes when you click out of the field again IIRC).

 

Did you only edit the outfit in it's base form or did you use the edit button to the left of the respective slider? Because if you haven't done the latter, I highly suggest doing it. And if you have, you could try to do it again, but for values beyond 100%.

Posted
Spoiler
On 8/16/2019 at 2:54 PM, NoNickNeeded said:

Oh... I see.

Not that I'm aware of.

 

But you don't necessarily need to go ingame all the time. You can also use the preview window of BodySlide. Just like in Outfit Studio, in BodySlide you can also manually put numbers beyond 100% in the number field (though there it only refreshes when you click out of the field again IIRC).

 

Did you only edit the outfit in it's base form or did you use the edit button to the left of the respective slider? Because if you haven't done the latter, I highly suggest doing it. And if you have, you could try to do it again, but for values beyond 100%.

 

Sorry for the late answer I had some mod conflicts and random CTDs and I couldn't keep working on the outfits. I'm not really sure what you mean with the edit button, I just did the option 3 (Adjust the sliders as good as I could for find out the % of it) and then "Set as Base Shape" I think that means use the CBBE Body Modified and then revert it back with the sliders I got it. Yeah I used values beyond 100% if I don't remember bad but I think it doesn't match perfectly because the bodypreset the body had looks pretty much it was from another different body (like the one who uploaded it for CBBE just converted it to CBBE without change the bodypreset of the other custom body). My answer was If I had a way to add my BodySlide preset of CBBE, thinking right now on it I can use it directly taking the sliders from BodySlide. I kinda start to understand how this works.

Beside that, this week a friend just shared me an Vanilla Armor Replacer "Fair-Manga (Light) Body" It's very complete but the problem is the creator didn't made BodySliders of it, with all this kinda guide you made me I took a look on the files and luckily he shared the BodySlide Preset of them. I guess I can go 1 by 1 and I just need to revert the Sliders with the preset of the pack, is this correct ?

 

Posted

Usually when you put a slider in a non-zero position, OS will complain that you can't edit anything like this and will give you a prompt to reset the sliders to 0 or abort.

But when you click the edit button, the slider get's marked and now you can edit how the mesh is changed when the slider is used.

image.png.8910b5bcb0d409151912f8212d77cdcc.png

In this mode, the basic shape at 0% will not change, only how the mesh looks when the slider is used.

 

By default it jumps to 100% when you activate the edit more, but you can edit at any percentage you like. OS will then automatically extrapolate a linear function for all the other percentages.

And I was mistaken on one thing: In this mode you can't go beyond 100% by typing in the number. BUT you can increase what 100% looks like with the minus and plus buttons to go to the size you desire... only that this new, bigger size will then be called 100%.

That would also mean that you'd need to "reduce" the number that the in-game preset uses, because those are relative numbers.

 

As for the question: It depends. When you use a bodyslide preset, it will affect all female characters. Not just your player character, but also all NPCs. If you are fine with that, using the BodySlide preset is probably easier than the ingame editor, due to BodySlide having the (in my opinion) better and more responsive user interface.

If you use a BodySlide preset, all you need to do ingame is reset all values to 0 (because those values will be put on top of the BS shape) and the body will look exactly like it looks in the BodySlide preview window, which has the big advantage that any kind of clipping that would happen ingame, will also be visible in BodySlide (unless it's caused by physics or poses anyway).

Posted

You can get your saved bodyslide sliders into outfitstudio by sliders/load preset you can pick from the same list you pick in bs you just pick the weight 0 or 100 and it loads sliders just like if you load reference and by the way you dont need copy paste new shape just right click on shape and toggle off the set reference before you load another and you can choose to keep sliders as well when you load a reference. So basically you load up both bodies your custom body and the reference body that has sliders pick conform all then highlight referance body and delete slider info. This allows the custom body to move with sliders but not the referance body. So then use sliders to get body exactly same as referance body. You can indeed use higher than 100 values and even negative values you can even slide a slider then use set baseshape and slide same slider again as many times as you like point is use sliders to get as close as you can adjust manually the rest and once you get your new body to look like the referance body you use file/make conversion reference and it adds a new slider that pulls your custom body shape into well it does it like you made it from original now at this point and it's not recommended you can indeed load your favorite preset from bs how ever it's best to leave it as close to any of the base referance shapes because then you can use your own bs files to make every girl look way different. I dont know how to do that myself yet but from what I have read it's very simple and somewhere on LL there is a template and a walkthrough on how to do this. 

 

Posted

Honestly I'm trying to understand it but seems way harder (or is very simple but you guys skip and mix stuff and I'm getting confuse as fuck), sliders from OutfitStudio doesn't work like BodySlide. I will explain my self with pictures. 


This is my Body preset:

Spoiler

image.png.08099c34a4b140d2af12746e1f08a080.png


If I copy the sliders in Outfit Studio this is the result (Just copied Breast Sliders for make the example):

Spoiler

image.png.055c1f717ee57121471d42ffcbd791d7.png


Then taking a look on the results seems like OutfitStudio is reversing my sliders so I try to reverse them:

Spoiler

image.png.1347d8628e7815d717f56026c191050a.png


Still don't have them, I don't understand how sliders from Outfit Studio work, even if I select the edit mode I still get other weird deformations. Also I know I can load my preset in Outfit Studio but my problem is I have no idea how to, how do I move my preset into Outfit Studio? If I select Load Reference it only shows me some templates and not all the presets I have in BS. 

I thought the sliders were equally on both programs but seems not or atleast I don't know how to make them work equally. I would appreciate If you could explain me all this step by step not skipping basic stuff because I'm totally new on this and probably I'm missing steps that I should make but I have no idea since I never did this. I see a lot of ppl saying is way easier to convert the outfits by your own than install mods but this seems like a nightmare for me cause I'm totally lost, not to mention every single tutorial is made with outfits with the bodyshape already on CBBE basic form and they don't explain anything about this, and the few that show a different Body Shape they just go for the brush tool (I understand is faster but If I'm converting let's say tight armors, stockings, spandex outfits that require to be almost identical to the body is imposible to keep their clean and good shape form)

Posted

And o ya read post above yours it breaks it down. Maybe can ask for pic tutorials on subject I did before I got it. Don't worry though as it's only hard tell it clicks then it's easy peasy. 

Posted

Lost track of the thread when it got moved...

I tested it on my end and here the two smaller breast sliders also behave invertedly between OS and BS, though not precisely inverted... it's been ages since I set up my BS preset, so I can't say for sure, but I don't think they behaved different all those years back. Maybe something changed in one of the last... oh 20 or so versions :/

I usually work only in OS and take a quick look/see in BS to see if it shows any clipping and to build the project and then off to ingame testing. I also thought the sliders behave the same, but apparently they do not.

 

But I tried the thing that shaidien posted and that works for me (i.e. "Slider -> Load Preset").

I didn't know this function before, so my thanks to shaidien for that tip. This function is exactly what you were asking for. It takes the BodySlide preset and then sets your Outfit Studio sliders up so the body or outfit looks the same as it would in BodySlide.

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