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Edited SOS body doesn't fit Schlongs


ShenGo

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Posted

I had a question. I edited an SOS body (technically, its an SMMB body, but it's made for SOS, fits the schlongs, and I've had an identical problem editing the body that comes with SOS) in Outfit Studio (after masking the seams, including the crotch hole), and now the SOS schlongs no longer fit. They're all a little too high and far back, yet they fit fine in outfit studio.

 

If I try to edit the schlongs to fit using the 'move' option in Outfit Studio (which is purely guess work, since, again, they DO fit in OS), they end up looking in game exactly as they do in Outfit Studio after the move (i.e. now too LOW and too far FORWARD). I also ended up with a perma-boner doing that, and if I simply open the schlong in Outfit Studio, make NO changes, and export, then they DO fit, only they end up as INVERSE boners, the penis clipping behind the testicles. Also they no longer change erection states by ANY means if I edit them.

 

Can anyone tell me what I did wrong to this body to make the schlongs no longer fit? And what I can do to fix it? I even tried adding a new slider to SMMB and using that to get the body the way I want it, but it still doesn't fit the schlongs anymore... I assume it has something to do with rigging, but I'm not sure how to fix that...

 

Edit: Looking at the mesh in NifSkope, I noticed the genital bones were too high. But I'm not sure how to correct them? I certainly didn't touch the skeleton while editing the mesh. And I know OS is probably not the best tool to edit a body mesh, but I have problems with Blender that would be a very long story, lol.

 

Edit 2: As an experiment, I tried copying the new mesh's branch into the old one's nif (after deleting the branch of the old mesh), so the bones were in the correct position, but that didn't fix anything.

Posted

In OS, you should use the 3d cursor / gizmo for positioning. The F Key turns gizmo on and off.
In addition, you should check and correct the bone weights of Pelvis, if necessary.

Posted
8 hours ago, Andy14 said:

In OS, you should use the 3d cursor / gizmo for positioning. The F Key turns gizmo on and off.
In addition, you should check and correct the bone weights of Pelvis, if necessary.

I'm not sure what you mean by using the 3D curser/gizmo for positioning. For positioning the schlongs, you mean? I'd prefer not to have to reposition dozens of meshes that are technically already positioned right (as far as OS and NifSkope shows me), and only look wrong in the game. :( Also, I have checked the bone weights. When I first had this problem a couple years ago, I tried copying the weights from the original SOS body to the edited one. Nothing visible changed when viewing the weight paint (because it was already identical), and it still behaved exactly the same in-game. I'll try that again (and see what pressing 'F' does), but I'm not sure it'll help based on past experiences. :( 

 

Thank you so much for your reply, I do hope I'm wrong and that this fixes it. ;) 

 

Edit: Okay, I see what you mean by the 3D tool, but that would actually make things more difficult than opening the 'Shape' menu and selecting 'Move...'. When I do that, I get three fields to enter values into; X, Y, and Z. Once I get a schlong's '_0' mesh positioned right, I can copy the values to be used in positioning its '_1' mesh, and every other schlong so they're all uniform. It doesn't look like I can do that with that tool, which means even more guesswork and non uniform low/high weight meshes. Nevertheless, I'll try it and see if it does any better at not giving me perma-boners...

 

Edit: No, sadly, using that tool still caused perma-boners that don't fit in the opposite way to how they didn't fit before moving them. I guess checking the weights might help with the perma-boner, but then, the schlong meshes are fine, as they work with an unedited SMMB (and unedited SOS) body. I think the issue I really need to work on is the body itself. I tried transferring bone weights from the source (original SMMB body) to my edited body, but just like when I tried that with an edited version of the body that comes with SOS, it made no difference in-game. :( I also tried a tool on the Nexus called 'Mesh Rigger'. It spent a long time coping all information from the original meshes to my edited ones (both the _0 and _1 files, using the original _0 and _1 files as templates and doing each file individually), but again, no difference in-game.

Posted

Okay, I just discovered something even more strange: When I import the original mesh as a reference and the edited one as an outfit in OS, the hole lines up PERFECTLY. But if I copy the edited mesh's branch into the original mesh in NifSkope, the hole for the schlong is clearly too far down and forward. How on earth can I fix a mesh deformation that isn't even visible in OS? And for that matter, how did it change the shape of the hole when it was masked?? The holes for the neck, wrists, and ankles line up perfectly in NifSkope, just as they do in the game.

 

Edit: Exported to .obj via NifSkope and loaded them into Blender. The holes line up there too, so basically, in all programs I can actually use to FIX the misaligned hole, the misalignment isn't even present.

Posted

Oh, I am SO ANGRY about this. If I add a new slider to an existing female slider set, it works perfectly and her dicks, which I don't WANT, fit. But the males, the ones I actually WANT to have dicks, if I follow the EXACT SAME PROCESS: open a slider set, mask all seams, make a new slider, click edit, shape the mesh as I want it, save, build a body with the new slider set in BodySlide. BAM, misaligned dicks. HOW?

Posted

So I finally got a mesh imported into Blender 2.79, edited it, and exported without error. The mesh shows up in my game, the changes I made are visible, the schlong fits (I've only done a _0 mesh for now).

 

HOWEVER, the body will no longer respond to skin color or weight sliders, all the way up to weight 99 (the hands, feet, neck, and schlong change with the weight slider, but the body doesn't aside from skeleton changes). Then once I get to weight 100, it abruptly swaps over to the _1 mesh, with the correct skin color. I did not add or remove ANY vertices, I only used the Sculpt Mode to make ONE noticeable shape change as a test; bigger calves.

 

I figured out that the reason the skin color wasn't changing was because even though I had the mesh set to "Skin Tint" with FaceGen RGB checked when I exported it from Blender, those settings didn't get applied. So I set them, and now all of a sudden, the skin color works, but the schlongs don't fit again! Only when it swaps to the _1 mesh at max weight do the schlongs fit. HOW does changing shader properties make the dick not fit?!

 

I don't suppose there's anyone in this community that can identify what idiotic mistakes I'm making to cause these issues?? PLEASE help!

 

(I'm sorry if I'm not supposed to be double/triple/quadruple/etc posting, I just don't want this thread disappearing, because I'm still struggling with this issue, and I refuse to give up on it without doing everything I can to get help.)

 

EDIT: So this time I edited both the _0 and the _1 in Blender. Both were just bigger calves PURELY as a test, no commitment to making it look decent. Now the body explodes from the mid-thighs up unless its 0 or 100 weight.

 

EDIT 2: THIS time, I tried taking a SMMB body made with the original slider set, and using Blender to transfer weights from it to an UNEDITED body made using MY slider set. Now the schlongs are too far down, back, and slightly to the side. Andy14 was right in that weights are the problem,but why does Outfit Studio screw up the bone weights even by doing so little as creating a slider? I thought OS was one of the tools people often used to correct weighting, but for male meshes, it seems to break the weighting the second you load the mesh. How can I fix the weights if neither Blender nor OS are among my list of options?

 

EDIT 3: Also worth mentioning, I shrinkwrapped a properly weighted mesh to the one with my desired shape, then deleted the improperly weighted mesh. That TOO didn't work, but I can't remember exactly what happened with it; it either exploded or the schlongs didn't fit. I think it was the former.

Posted

OS is fine for skin - except for hands and fingers.

But, before you use "Copy Bone weigths" you have to delete the old skin. It's not like Skinwrap.

And dont use Scale/move/rotation if the mesh is skinned. It''s global. Use the Gizmo for this.

 

For skin/bone weights delete in OS:

Select your mesh->

switch to bones tab->

select all bones (hold shift for this) -> right click ->

delete bones from selected shape.

 

 

I would proceed as follows:
Open OS. Import your new mesh. Delete all bone weights if any. Load Reference - the original Schlong.
Position your new mesh as best it can. Use Gizmo for that. (Gizmo also works for individual vertices - masking).
If your new mesh is positioned correctly, right click -> copy bone weights. Switch to bones tab and check the bones. Scale pelvis and possibly spine and thighs.
For correction (if scaling gaps between the meshes) use the bone weight brush.
Left mouse click is = more bone weight.
With ALT = less bone weight.
With SHIFT = soften / relax.

When finished, export your mesh and do the rest in nifskope.

 

 

Posted
12 hours ago, Andy14 said:

OS is fine for skin - except for hands and fingers.

But, before you use "Copy Bone weigths" you have to delete the old skin. It's not like Skinwrap.

And dont use Scale/move/rotation if the mesh is skinned. It''s global. Use the Gizmo for this.

 

For skin/bone weights delete in OS:

Select your mesh->

switch to bones tab->

select all bones (hold shift for this) -> right click ->

delete bones from selected shape.

 

 

I would proceed as follows:
Open OS. Import your new mesh. Delete all bone weights if any. Load Reference - the original Schlong.
Position your new mesh as best it can. Use Gizmo for that. (Gizmo also works for individual vertices - masking).
If your new mesh is positioned correctly, right click -> copy bone weights. Switch to bones tab and check the bones. Scale pelvis and possibly spine and thighs.
For correction (if scaling gaps between the meshes) use the bone weight brush.
Left mouse click is = more bone weight.
With ALT = less bone weight.
With SHIFT = soften / relax.

When finished, export your mesh and do the rest in nifskope.

 

 

I don't even know what Skinwrap is, lol.

 

I'll try your instructions as soon as I can. :) The mesh should already be positioned correctly; all the seams for the neck, hands, feet, and schlong are identical to the original mesh, since I masked them before altering my mesh (and I never came near those areas when editing anyway). When it came to moving meshes, I only tried moving the schlongs as an experiment; had I moved the body, it would have been displaced from the head, hands, and feet. XD

 

Thank you again for your response; fingers crossed.

Posted
On 10/19/2019 at 2:53 AM, ShenGo said:

now the SOS schlongs no longer fit. They're all a little too high and far back, yet they fit fine in outfit studio.

That's a skeleton problem. SOS bones are placed higher and further back in the female skeleton compared to the male one, and OS uses a female reference skeleton by default, so the edited SOS body is saved with the female bone placements instead of the male ones (thus causing the difference in placement with respect to normal/non-edited male SOS stuff).

 

You need to change the ref skeleton in the OS options to the male one ("skeleton_male_sk.nif"), and then load the edited SOS body into OS and save it again. That should force it to use the male node placement again and fix the gaps and placement issues.

 

Don't forget to change it back to the female skeleton once you are done, though; otherwise, any female meshes using vagina/HDT bones will be broken if saved with the male skeleton ref enabled.

Posted
1 hour ago, Blaze69 said:

That's a skeleton problem. SOS bones are placed higher and further back in the female skeleton compared to the male one, and OS uses a female reference skeleton by default, so the edited SOS body is saved with the female bone placements instead of the male ones (thus causing the difference in placement with respect to normal/non-edited male SOS stuff).

 

You need to change the ref skeleton in the OS options to the male one ("skeleton_male_sk.nif"), and then load the edited SOS body into OS and save it again. That should force it to use the male node placement again and fix the gaps and placement issues.

 

Don't forget to change it back to the female skeleton once you are done, though; otherwise, any female meshes using vagina/HDT bones will be broken if saved with the male skeleton ref enabled.

Wow, no kidding?! I didn't even THINK of that... :) I'll try that as soon as I can. Is it just a matter of swapping and renaming a mesh temporarily? 

 

Edit: Wait, I think I see it in settings (lol, der)... I'll try that now.

 

Edit 2: Omigod, I could kiss you, LOL! I've been struggling with this issue for like 2 years! Set the skeleton, opened my slider set, saved my slider set, rebuilt my bodies, PROBLEM SOLVED!! Thank you SO MUCH!

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