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Help with Oblivion Armor to Skyrim (Male)


TGPomy

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Posted

I'm trying to port a few Oblivion armors over to skyrim, for males only.  However, I have no idea how to do this.  I have 3ds Max and Blender, so whichever is easier, I'd love if someone can explain to me how to achieve this.  I'm trying to convert Legion Armor, Steel Armor, Guard armor, and more from Oblivion over to Skyrim.  I see that there are many conversion mods here, so I decided to ask.  Can someone please write out a tutorial for me (either blender or 3ds)  on how to get the skeleton of oblivion armors to match that of the Skyrim body?    Don't tell me to use the skeleton already on the skyrimnexus, because that is only for female clothing.  Thanks for any help!

Posted

Well, the very first step is to convert the Oblivion Pose to the Skyrim Pose. You can do this by hand, but I've written a script that automates most of that process.

 

http://www.loverslab.com/topic/13140-pose-converter-073-2082013/

 

To use it, import your mesh into Blender, delete the imported skeleton, select your mesh, and then import a fresh Oblivion skeleton.nif and parent it to your mesh.

 

Then select the armature, run Pose Converter, and select Oblivion to Skyrim.

 

If I remember correctly, Frame 1 should be the correct frame for the Skyrim pose, so at that point you can just 'apply' the armature to make the pose conversion permanent and delete the armature.

 

Your next step is to copy boneweights from Skyrim meshes onto your Oblivion mesh. My updated boneweight copy script should do the job there.

 

http://www.loverslab.com/topic/11841-blender-bone-weight-copy-script-23a/

 

Next, you'll probably want to convert the mesh from an Oblivion style body to a Skyrim style body. Fortunately, I've written a script for that as well.

 

http://www.loverslab.com/topic/10396-clothing-bodytype-converter-v42b/

 

After that, you've got an Oblivion mesh with Skyrim weightpainting and a Skyrim pose. Any standard Blender Skyrim body mesh tutorial should work from this point on...basically you'll need to copy the dismemberment partitions from an existing mesh and probably muck about with the materials...I haven't done enough Skyrim-specific modding to remember these steps.

 

Your very last step, before you export, will be to save your Blend file, export your _0 mesh, and then before you close Blender, morph your _0 (skinny) mesh into a _1 (heavy) mesh.

 

There are lots of ways to do this, but I recommend just using my lattice generator again to do the hard work there.

 

Export your _1 mesh, do the required NifSkope cleaning, and test your meshes in game.

 

Note: the _0 mesh and _1 mesh must have identical vertex indices. So, don't do anything crazy after you export your _0 mesh.

 

Note 2: If your seams look like crap, grab Seam mender.

 

http://www.loverslab.com/topic/10179-blender-script-seam-mender-version-14-updated-10122012/

Posted

This is a very stupid question I'm sure, but can you explain this part in more detail?  I don't really understand it.  I use the tool but the pose doesn't change at all, and I don't get how to 'apply' the armature.

 

If I remember correctly, Frame 1 should be the correct frame for the Skyrim pose, so at that point you can just 'apply' the armature to make the pose conversion permanent and delete the armature.

Posted

Here's a tutorial I wrote awhile back. It's based on an earlier version of Pose Converter, and he was attempting to convert from a Fallout Pose to an Oblivion Pose, but the principles are the same:


OK, let's do this step by step and find out where things are going south.

Step 1. After you open Blender, make sure that you are working in an empty layer. (if you hit A nothing should light up). Either delete everything, or go to a new layer (with the mouse in the 3D window, hit 1-10 on the keyboard)

Step 2. Import your mesh(es), delete the skeleton(s).

Step 3. Select everything. Hit 'A' until all of the meshes are highlighted.

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Step 4. (Optional) If you like, join the separate meshes into a single object. To do this, hit 'control j' and then click 'OK'

409ecaa72563f39267cd53e47d7c9d3261462b7d  5fa88e84e7efa80b30250c7b923ae784da8ae94f

Step 5. Import a Complete Skeleton

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Note: Ensure that 'Import Skeleton Only and Parent Selected' is selected for the skeleton import (but only for skeleton imports)

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You should now see something like this:

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Step 6. Hit 'A' to deselect everything (note, in the image, I also hit 'z' to exit wireframe mode)

Step 7. Select the Skeleton and ONLY the Skeleton (technically you should be able to have everything selected here...we're just being extra careful)

Step 8. Now click on the "Buttons Window" menu item and select Action Editor.

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Step 9. Click on Object -> Script -> Convert Oblivion Pose

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Which gives us this

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Step 10. Move the marker to Frame 91

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Step 11. Now, go back to the button pane and select the mesh (either the entire mesh or one piece of the mesh if you did not join them into a single object)

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From here, you can click on "Make Real" to apply the pose.

Note: If you did not join the meshes in Step 4, you will need to select each mesh *separately* and click "Make Real" for each one.

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