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obj (probbably?) ready for Skyrim but don't know what to do next


cantdownload22

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Posted

Comrades !

 

I've Morphed femalehead.nif from this pack https://www.loverslab.com/files/file/2476-all-in-one-hdt-animated-pussy/ 

into this mesh for cassie cage mk11 https://www.deviantart.com/mylladinx/art/XPS-MK11-Cassie-Cage-809201290 , i've created an .obj from the final product, i've followed this video tutorial below exactly step by step.

 

the .obj shows up in Nifskope  and it looks fine except it doesn't have parts all named and fancy like the original femalehead.nif it just shows up as a BSnodesource or something like that , and i have no idea what to do next since the tutorial ends there, also i'm not sure if i've actually made a working .obj or if i messed up somewhere so i've attached all the files that i have ready up to this point (only the stuff i've made so far and the stuff the model is using) and i implore you to take a look and see if its good to go and then guide me on how to proceed , thank you !

 

in the attachment i've also included the blender project , i used blender 2.79

 

 

 

Cassie.rar

Posted

So i opened outfit studio and i loaded up the refrence femalehead.nif i had used , then i imported my new femalehead.nif that i'd made and it asked me that they were using the same stuff so if i'd like to update the refrence to match the new one and i said yes , and it gave me this file i've attached , however , even tough almost everything seems to be the same in these two files except for the shape of the actual mesh , the position of the head is far above the original mesh'es position and i can't seem to change it effictively with Transform , any ideas ? 

CassieHead.nif

Posted
3 hours ago, cantdownload22 said:

So i opened outfit studio and i loaded up the refrence femalehead.nif i had used , then i imported my new femalehead.nif that i'd made and it asked me that they were using the same stuff so if i'd like to update the refrence to match the new one and i said yes , and it gave me this file i've attached , however , even tough almost everything seems to be the same in these two files except for the shape of the actual mesh , the position of the head is far above the original mesh'es position and i can't seem to change it effictively with Transform , any ideas ? 

CassieHead.nif 85.23 kB · 0 downloads

Is this for a follower or a new race?

Posted
11 hours ago, Swe-DivX said:

Ok, you have to create a race tri file for the head, eyes, mouth, brows. Use the original nifs

Do you have the url to the mod? I can do it step by step.

 

Found the files.

 

Do you have the tri import and export for Blender?

https://www.loverslab.com/topic/57684-blender-263-tri-file-importexport-plugins/

slow down a bit this is a bit overwhelming for me , can you please explain the rationale here , i have to create a what for the what ? i only have the head mesh i didn't make any eyes mouth brows etc, 

 

let me see if i'm understanding you correctly , your saying that i should use this plugin you linked to import the reference head mesh (the original nif for head that i used to convert my xps model) as well as the meshes for eyes , mouth , brows that i didn't use whatsoever into blender and then export it from blender and this is done to what end , i mean what does that achieve and how do i proceed thereafter ? 

 

 forgive me this is my first ever time doing anything like this so the bare minimum of explanation is required for me to be able to do anything at all.

 

alas thank you for helping, it's really appreciated.

Posted

Plugin is only for open the original tri file and add your race file.

 

1. Open your head nif in NifSkope and export to obj file

1191548292_12020-09-15043517.jpg.d10c019c5c05257b582389d2c22ff6f1.jpg

 

2. Import the obj file in Outfit Studio, new project

Posted
11 hours ago, Swe-DivX said:

Ok, you have to create a race tri file for the head, eyes, mouth, brows. Use the original nifs

Do you have the url to the mod? I can do it step by step.

 

Found the files.

 

Do you have the tri import and export for Blender?

https://www.loverslab.com/topic/57684-blender-263-tri-file-importexport-plugins/

i think you might've misunderstood what im trying to do here , the guide im following to create this follower is the workflow used to create the followers from this mod : 

 

none of these followers come with .tri files at all , they just use global assets for the body/mouth/eyes etc , at least that's what i think is happening , is it needed for me to be creating .tri files at all ?

Posted

i don't understand at all what im supposed to be doing , nevermind explaining anything im super dumb so instead can you tell me , with the files i have up to now (the ones i attached) what shall i do from here step by step ?

 

(ex : step1-go to the fridge /step2-pick up a bananna /step3-eat it)

Posted

Your nif is broken, so im trying to see if i can fix it.

 

Did you update the texture on the original nif?

I think you should start from scratch again ?, sorry.

 

Best is to map the textures from the mod to the original textures. Then update the original head nif with the new settings.

Then mouth and skin textures, tri from other mods will work.

 

I cant still help if you whant

Posted
11 hours ago, Swe-DivX said:

Your nif is broken, so im trying to see if i can fix it.

 

Did you update the texture on the original nif?

I think you should start from scratch again ?, sorry.

 

Best is to map the textures from the mod to the original textures. Then update the original head nif with the new settings.

Then mouth and skin textures, tri from other mods will work.

 

I cant still help if you whant

i have the blender .obj and the blender project file , the nif i provided in the second post was the result of exporting the blender project as wavefront obj then importing the obj to outfit studio (it didn't show in outfit studio) and then exporting it as a Nif and even tough it was invisible in outfit studio it showed in nifskope.

 

so i don't need to start from scratch since i have the blender project , just tell me how to export it from blender without breaking it, i've attached the blender project as well as the blender obj in the zip file in the first post and i've posted links to the xps model and the reference female body that i used in the first post as well , everything that was done in blender was done following the tutorial guide above which resulted in the creation of working followers , the mesh itself shows up in blender and is textured , the texturing and the morphing of the mesh was done exactly as you said , i baked the textures from the xps model to the refrence femalehead.nif that i morphed into the xps model's shape in blender, so its not as if doing it over again is going to change the end result , so how should i proceed from the blender project state ?

 

if thats not an option then you could just tell me what exactly to do step by step to the ''broken'' nif to fix it, i know that you tried to tell me before but you assumed i knew what you were talking about in a general sense and i have no idea what you meant so i need really specific instructions , 

 

thank you again for helping.

Posted
7 hours ago, cantdownload22 said:

the position of the head is far above the original mesh'es position and i can't seem to change it effictively with Transform , any ideas ?

 

 

Just a few hints: The export and import of Blender should have the same settings.


1. Open OS -> Import femalehead.nif
2. Export from OS the femalehead.nif as obj.
3. Import the obj into blender:
- Keep Vertex Order
- Axis Z = top
- Y axis = front


Position and scale the source mesh (xps) for shrinkwrap, if necessary.

Never position or scale the femalehead! Never remove doubles or make triangle to quads!

 

4. Export as obj from Blender: Selected only

5. Open OS -> Load Reference -> From File: femalehead.nif
6. Load Outfit-> Your obj
7. Right click on obj-mesh-> Properties> Skinned to true
8. Right click on obj-mesh: Transfer Bone weights. Since the vertex order is the same, Transfer can be used instead of Copy Bone weights. If there is an error message with Transfer Bone Weights, you can forget the mesh. Go to step 3.

 

9. Export the obj-mesh as Nif.

 

 

Perhaps you should follow these steps to be sure that the exported nif works.

And only when it works, start working with shrinkwrap in blender.

 

PS: Your CassieHead.nif has no bones. You didn't set the skinned property in OS.

 

 

Posted
17 hours ago, Andy14 said:

 

 

Just a few hints: The export and import of Blender should have the same settings.


1. Open OS -> Import femalehead.nif
2. Export from OS the femalehead.nif as obj.
3. Import the obj into blender:
- Keep Vertex Order
- Axis Z = top
- Y axis = front


Position and scale the source mesh (xps) for shrinkwrap, if necessary.

Never position or scale the femalehead! Never remove doubles or make triangle to quads!

 

4. Export as obj from Blender: Selected only

5. Open OS -> Load Reference -> From File: femalehead.nif
6. Load Outfit-> Your obj
7. Right click on obj-mesh-> Properties> Skinned to true
8. Right click on obj-mesh: Transfer Bone weights. Since the vertex order is the same, Transfer can be used instead of Copy Bone weights. If there is an error message with Transfer Bone Weights, you can forget the mesh. Go to step 3.

 

9. Export the obj-mesh as Nif.

 

 

Perhaps you should follow these steps to be sure that the exported nif works.

And only when it works, start working with shrinkwrap in blender.

 

PS: Your CassieHead.nif has no bones. You didn't set the skinned property in OS.

 

 

thank you andy i will start from scratch and follow these steps, you didn't mention any for textures , but textures shouldn't affect the mesh so i should bake them or skip the baking ? i remember you said i don't need to bake them so i will skip that for now , what do  i do after all this is done and i have the .nif ? go straight to creation kit and create the follower from there ?

 

also , when you said ''Never remove doubles or make triangle to quads!'' do you mean that i shouldn't remove doubles and make triangle to quads on the source mesh (xps) eighter or just not do it on the reference ? 

 

also when you say ''Never position the femalehead'' , i always Set Origin To Center for the femalehead (the reference) and i moved around the vertices indivisually after the shrinkwrap in order to make it look right , should i not be doing eighter of these things also ? it breaks the nif ?

 

sorry for all the questions, i'd really not rather have to do this process for the 20th time again so i have to be really clear with what i can and can't do with the femalehead. 

Posted
3 hours ago, cantdownload22 said:

when you said ''Never remove doubles or make triangle to quads!'' do you mean that i shouldn't remove doubles and make triangle to quads on the source mesh (xps) eighter or just not do it on the reference ? 

 

also when you say ''Never position the femalehead''

The mesh that you exported from Skyrim (with OS). So the target mesh that you want back in Skyrim

Posted
10 hours ago, Andy14 said:

The mesh that you exported from Skyrim (with OS). So the target mesh that you want back in Skyrim

''thank you andy i will start from scratch and follow these steps, you didn't mention any for textures , but textures shouldn't affect the mesh so i should bake them or skip the baking ? i remember you said i don't need to bake them so i will skip that for now , what do  i do after all this is done and i have the .nif ? go straight to creation kit and create the follower from there ?''

 

thank you, can you also answer this part of my question? i think you skipped it,

Posted
4 hours ago, cantdownload22 said:

''thank you andy i will start from scratch and follow these steps, you didn't mention any for textures , but textures shouldn't affect the mesh so i should bake them or skip the baking ? i remember you said i don't need to bake them so i will skip that for now , what do  i do after all this is done and i have the .nif ? go straight to creation kit and create the follower from there ?''

 

thank you, can you also answer this part of my question? i think you skipped it,

I had already answered that. You don't need to bake textures. The skin texture is the one that is installed in Skyrim. Because it matches the texture of the body and the UV of the head. This is also the case for the specular map and for subsurface.
Possibly the normal map can be baked again. BUT ONLY when the reshape is ready, the obj eported, the skin (bone weights) is created AND the Nif works AND you create a troll out of the human head. Step 2 comes after Step 1 and not before.

 

And by the way, the video is nonsense. Only the part with the shrinkwrap modifier can be used.

Posted

''AND you create a troll out of the human head''

 

through all the shit i've done this far to get this thing to work i have to say i would not be surprised if i had to actually make a troll out of the human head to make this work :D .

 

just to be sure , you meant that as a joke right ? that's not an actual thing for the workflow right ? RIGHT :D

 

''And by the way, the video is nonsense''

 

i wish you'd have told me sooner , i spent an eternity copying that video. thanks again tough i think i can finally do the process right this time and hopefully get this thing to work , hopefully..

Posted
On 9/14/2020 at 10:13 PM, Andy14 said:

 

 

Just a few hints: The export and import of Blender should have the same settings.


1. Open OS -> Import femalehead.nif
2. Export from OS the femalehead.nif as obj.
3. Import the obj into blender:
- Keep Vertex Order
- Axis Z = top
- Y axis = front


Position and scale the source mesh (xps) for shrinkwrap, if necessary.

Never position or scale the femalehead! Never remove doubles or make triangle to quads!

 

4. Export as obj from Blender: Selected only

5. Open OS -> Load Reference -> From File: femalehead.nif
6. Load Outfit-> Your obj
7. Right click on obj-mesh-> Properties> Skinned to true
8. Right click on obj-mesh: Transfer Bone weights. Since the vertex order is the same, Transfer can be used instead of Copy Bone weights. If there is an error message with Transfer Bone Weights, you can forget the mesh. Go to step 3.

 

9. Export the obj-mesh as Nif.

 

 

Perhaps you should follow these steps to be sure that the exported nif works.

And only when it works, start working with shrinkwrap in blender.

 

PS: Your CassieHead.nif has no bones. You didn't set the skinned property in OS.

 

 

i'm following the steps but somehow it doesn't show in nifskope , here is a video of me attempting to do what you instructed without success ,

please clarify these things for me , and please watch the video and tell me what i'm doing wrong if you can, 

 

Firstly where you said  

 

''- Keep Vertex Order
- Axis Z = top
- Y axis = front''

 

these are not the options availble to me , i did my best to interpret them however, these are not in the import/export menu , please tell me options i can select , not options i don't have , i don't have ''top'' or ''front''  i have Forward and Up and its not clear weather you mean ''- Z :  top'' and ''- Y : forward'' or ''Z : forward'' and ''Y : front''

 

secondly you said : 

 

'' Right click on obj-mesh Transfer Bone weights''

i have only ''transfer selected bone weights'' so i assumed thats the option your refering to , however , even tough it doesn't give me any errors , it also doesn't seem to be doing anything visible , so its failing for some reason ??

 

forgive me for being uneducated and dumb , but that's the best i could interpret your instructions , please be patient with me, and thank you for your help once again :D.

Posted
On 9/16/2020 at 1:56 PM, Andy14 said:

Import Settings for obj

obj_import.jpg.bb2ff52762cf989ff162f15f00a636b9.jpg

 

First, open the Properties of the mesh check "Skinned".

Then select all Bones (Reference) and ...

transfer_boneweights.jpg.1353c6634412fe2aa1249a3042f30952.jpg

 

 

thank you once again , i wouldn't have understood if you hadn't explained , i had to use -X forward and Z up for import and export instead because if i used what you said the mesh wouldn't look like the reference in nifskope , it would be positioned below the cubic lanes at the base , anyway i did everything from scratch and i created both a nif version with Transfered bones and a nif version with both Transfered and Copied bones , the one with just transfered bones doesn't look right in nif but the other one looks fine , i attached both files , can you please check and see if  one of them is allright to proceed with ?

CassieHeadSmoothCopyBones.nif CaSSIEHeadSmoothBonesTransfer.nif

Posted

i gave up , i got it to show in ck and everything but then i went into the game and it looked like a damn potato

the body is working completely so i didnt include the body textures cuz its size is too much , but the face turns up as a potato even tough it shows completely fine in ck , can anyone see if they can tell whats wrong with this ?

CassieCageFaileed.rar

Posted

I won't say anything about the textures.


But head meshes:
1. Are not slot 32, but 30
2. Do NOT have shader type Default, but FaceTint and then have the shader flags Model_Space_Normals, FaceGen_RGB_Tint etc.
3. Path information is ALWAYS relative to Data. Both for NiStringExtra and for textures.
Not such a garbage: d: \ skyrim mod organizer storage \ mods \ cassiecage \ textures \ actors \ character \ cassiecage \ femalehead_s.dds

Posted
12 hours ago, cantdownload22 said:

i gave up , i got it to show in ck and everything but then i went into the game and it looked like a damn potato

the body is working completely so i didnt include the body textures cuz its size is too much , but the face turns up as a potato even tough it shows completely fine in ck , can anyone see if they can tell whats wrong with this ?

CassieCageFaileed.rar 7.7 MB · 1 download

 

To follow what andy said...  head is wrong biped slot and that will give you brown face issue, maybe what you mean by potato head?. Shader flags are missing from race head so you must correct that in  both the head nif and the facgen nif or you will have lighting/shadow and skin tint issues.

Both head and facegen look ok in nifskope except for the lighting so fix the shader flags and the one texture path issue and correct the biped slot and that facgen maybe ok,

I cannot know if this nif turned out good or bad to you because I don't have any source files but functionally it's not far off from working in game .

 

Posted

Thanks andy and RW311 , i had already got everything working in game by the time you posted RW311 , and it wasn't far off from being functional at all , just fixed the few things andy said and viola , working in game , the only issue i have right now is that expression aren't being applied due to this error :

 

 

My Follower mod :

 

http://www.mediafire...aileed.rar/file

 

Error : 

 

https://ibb.co/mD0Xtfk

https://ibb.co/RBcS0TB

 

if you are still intrested in helping ,  despite what i've managed im a complete noob so please use images if you can and be very specific with your instructions , how can i fix this error (step by step if possible , something generic like ''create tri files for race'' is not going to be helpful whatsoever) ?

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