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XNALARA to Skyrim for PlayerModelFollowers?


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Open .xps file in blender.

Size and pose the object until it vaguely fits a default bodyslide UUNP body.

Export to .obj.

Open .obj in bodyslide.

Copy weights and export as .nif

Open .nif as a new project in bodyslide and edit as necessary.

Add new .nif and textures to skyrim with creation kit.

Profit.

 

At least...that's the way I do it.

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Actually, I have an idea:

1. save any face preset sculpt on racemenu
2. open the xnalara file in blender or 3ds max
3. import to the scene the head mesh from the racemenu
4. align the head from the character that you want with the head from racemenu

5. export the headmesh from xnalara to nif or obj

6. open outfit studio and import both the nif from racemenu and the nif or obj from the blender or 3ds max

7. sculpt the racemenu head using as a base the head that you want except the eyes and ears
8. export the modifed headmesh
9. open skyrim and modify the ears and eyes with racemenu or ECE, or both
10. ???
11. Profit?

Sometimes, racemenu might not recognize the nif file. You can modify any racemenu preset in nifskope, open any racemenu nif file in nifskope, import the head mesh that you created and replace the head mesh of the racemenu nif that you opened

this is a example of a friend of mine that came out with this theory:
zp1.png?width=1554&height=835
his mistake was that he modified the headmesh from the assets folder
here is the nif file if anyone wants to give it a try, my frind doesn't mind. Actually, if anyone is willing to give him a hand it would be awesome
this is Twilight Princess Zelda's head. you see behind the face, he is using some sort of "mask" to sculpt the preset, I will also leave the mask here

faceproto.nif RM project.rar

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1 hour ago, Sets00na said:

Actually, I have an idea:

1. save any face preset sculpt on racemenu
2. open the xnalara file in blender or 3ds max
3. import to the scene the head mesh from the racemenu
4. align the head from the character that you want with the head from racemenu

5. export the headmesh from xnalara to nif or obj

6. open outfit studio and import both the nif from racemenu and the nif or obj from the blender or 3ds max

7. sculpt the racemenu head using as a base the head that you want except the eyes and ears
8. export the modifed headmesh
9. open skyrim and modify the ears and eyes with racemenu or ECE, or both
10. ???
11. Profit?

Sometimes, racemenu might not recognize the nif file. You can modify any racemenu preset in nifskope, open any racemenu nif file in nifskope, import the head mesh that you created and replace the head mesh of the racemenu nif that you opened

this is a example of a friend of mine that came out with this theory:
zp1.png?width=1554&height=835
his mistake was that he modified the headmesh from the assets folder
here is the nif file if anyone wants to give it a try, my frind doesn't mind. Actually, if anyone is willing to give him a hand it would be awesome
this is Twilight Princess Zelda's head. you see behind the face, he is using some sort of "mask" to sculpt the preset, I will also leave the mask here

faceproto.nif 430.47 kB · 1 download 1.05 MB · 1 download

ECE editor's head model is more in line with the facial features of Japanese game characters

It may be easier for your friends to modify the basic model

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