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Help with Mesh/creating related questions


LordZero

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Posted

Hi, I have a few questions about mesh related things. I would assume these might be nifskope or blender related, but I barely know anything about these tools. Any answers or help to any of my questions is greatly appreciated :D

 

1. I'm trying to make a mirror image of a headpiece equipment. Let's say I'm using mod1, that when equipped, will display the headpiece on the left side of my character's head. How would I make a mirror image, where I can edit mod1 so that it will ALSO display the headpiece on the right side. So, the left side and right side of my character's head will have the headpiece?

Solved, can use outfit studio to make duplicates in the same file.

 

2. How do I resize equipment? Let's say I'm using mod2 as a necklace item. It is currently very small around the neck, so I would like to enlarge it. I imagine this might also decrease the mesh quality?

Solved, can use outfit studio to scale

 

3. How do I change item slot and position? Let's say I'm using mod3 as a misc. item slot right now (the shield like icon in inventory). It is currently positioned behind my lower back. I would like to move this in front of my neck (a secondary necklace slot). Would changing the item slot already solve this or do I have to somehow reposition it?

Partially Solved, reposition with outfit studio, change the bodyslides if needed, and change item slots in CK and nifskope.

 

4. How do I trim mesh of a mod? Let's say for mod4 the body part of the outfit, there are pieces that I wish to be deleted. How would I do this?

Solved, use outfit studio to delete vertices.

Posted

I don't have much knowledge of Blender but I know how to do a few things in NifSkope / Outfit Studio. One thing I can tell you is that you will have to get into Outfit Studio if you want to do all of that.

 

1. Don't know, sorry.

 

2. You can either scale it in NifSkope with the Scale property of a NiTriShape node:
image.png.6f5f5a54f0548c8a36a7b98345932e61.png


Or in Outfit Studio by doing right click -> Scale...:
image.png.e8e9fd86c02e09e33bbbee4a6494c4a7.png

 

Keep in mind that this will scale it from the center point, which usually is on the ground, so you most likely will have to also reposition it by either the Translation Property in NifSkope or right click -> Move... in Outfit Studio.

Also you should keep in mind that this might screw up Bone Weights, since it was weighted for a smaller scale. To fix that you need to load a reference body in Outfit Studio (File -> Load Reference..., then choose either UUNP or CBBE), then right click -> Copy Bone Weights... on the amulet and then delete the reference body again.

3. Item slots usually don't affect the position of an object (except for weapons / shields, but those are a lot more complicated). So these are basically two separate questions.
Item slot:

There is a total of three things that have equipment slots: Armor forms in the CK, ArmorAddon forms in the CK and NiTriShape nodes in .nif files. If you want an item to use another equipment slot you'll need to chance all three. An ArmorAddon only works if it has at least one equipment slot in common with the associated armor, a NiTriShape object in a .nif file will only show in game if the associated ArmorAddon has its equipment slot. To change equipment slots in NifSkope change the Body Part property of the BSDismemberSkinInstance node (You'll only have to enter the two digit number, NifSkope will fill in the rest automatically):
image.png.b3f3d2499b3dd1bb139a8157841af940.png

 

Position:

I've basically already answered this in 2. You might also have to rotate it with the Rotation Property in NifSkope or right click -> Rotate... in Outfit Studio.
Again keep in mind that you most likely will have to redo the Bone Weights as stated in 2.

4. If it's a whole piece just click on it in the Block List in NifSkope (it has to be the node in the list, not the object in the render window) and press Ctrl + Delete. If you only want certain parts gone here is a good tutorial of how to do that in Outfit Studio:

 

 

If you have any follow up questions feel free to ask. But keep in mind that generic questions will always get a generic answer. If you can give me a more specific scenario (like I've got this mesh and want to do that with it) I can give you a more specific answer.

Posted
12 minutes ago, Skitskurr said:

I don't have much knowledge of Blender but I know how to do a few things in NifSkope / Outfit Studio. One thing I can tell you is that you will have to get into Outfit Studio if you want to do all of that.

 

1. Don't know, sorry.

 

2. You can either scale it in NifSkope with the Scale property of a NiTriShape node:
image.png.6f5f5a54f0548c8a36a7b98345932e61.png


Or in Outfit Studio by doing right click -> Scale...:
image.png.e8e9fd86c02e09e33bbbee4a6494c4a7.png

 

Keep in mind that this will scale it from the center point, which usually is on the ground, so you most likely will have to also reposition it by either the Translation Property in NifSkope or right click -> Move... in Outfit Studio.

Also you should keep in mind that this might screw up Bone Weights, since it was weighted for a smaller scale. To fix that you need to load a reference body in Outfit Studio (File -> Load Reference..., then choose either UUNP or CBBE), then right click -> Copy Bone Weights... on the amulet and then delete the reference body again.

3. Item slots usually don't affect the position of an object (except for weapons / shields, but those are a lot more complicated). So these are basically two separate questions.
Item slot:

There is a total of three things that have equipment slots: Armor forms in the CK, ArmorAddon forms in the CK and NiTriShape nodes in .nif files. If you want an item to use another equipment slot you'll need to chance all three. An ArmorAddon only works if it has at least one equipment slot in common with the associated armor, a NiTriShape object in a .nif file will only show in game if the associated ArmorAddon has it's equipment slot. To change equipment slots in NifSkope change the Body Part property of the BSDismemberSkinInstance node (You'll only have to enter the two digit number, NifSkope will fill in the rest automatically):
image.png.b3f3d2499b3dd1bb139a8157841af940.png

 

Position:

I've basically already answered this in 2. You might also have to rotate it with the Rotation Property in NifSkope or right click -> Rotate... in Outfit Studio.
Again keep in mind that you most likely will have to redo the Bone Weights as stated in 2.

4. If it's a whole piece just click on it in the Block List in NifSkope (it has to be the node in the list, not the object in the render window) and press Ctrl + Delete. If you only want certain parts gone here is a good tutorial of how to do that in Outfit Studio:

 

 

If you have any follow up questions feel free to ask. But keep in mind that generic questions will always get a generic answer. If you can give me a more specific scenario (like I've got this mesh and want to do that with it) I can give you a more specific answer.

Omg thank you so much. I'll definitely start tinkering with this until I make the mod implode on itself. Think in my years of modding, I never used outfit studio, so this is a first. I'll get back to you once I figure out what all this means and start working on it.

 

 

Posted

@Skitskurr

So I pretty much only moved this item to this position from the lower back. My next question is, is there a way to shrink parts of the item? Like in the photo, I only want to shrink what I have highlighted in red. I noticed that you can highly these parts in the bones tab in the top right screen, but there is no scaling option. 

I kind of figured this out. Just highlight the vertices that you want to change/scale.

 

And because some items have a low and high weight of files _0 and _1, do I have to individually edit both files and remember what I changed so that it is the same, or is there easier way to change both files with the same changes?

 

Also in the second picture. When I equip this armor piece, the entire body goes invisible. Is there a way to essentially say adapt to my character's/this body mesh/type?

 

Capture.PNG

Capture1.PNG

Posted
3 hours ago, LordZero said:

And because some items have a low and high weight of files _0 and _1, do I have to individually edit both files and remember what I changed so that it is the same, or is there easier way to change both files with the same changes?

Either edit one and then copy the part over to the other or create a BodySlide project and let BodySlide generate the _0 and _1 for you. If you're using BodySlide I'd recommend you to not edit the generated meshes but always work on the BS projects.
 

3 hours ago, LordZero said:

Also in the second picture. When I equip this armor piece, the entire body goes invisible. Is there a way to essentially say adapt to my character's/this body mesh/type?

Is it on equipment slot 32? Because that's the slot of the body. Any item with slot 32 needs to come with its own body object. Easiest would be to import "Meshes\Actors\Character\Character Assets\femalebody_0.nif". Or you can do it the clean way and create a new BodySlide project, import the outfit .nif into that project and conform the sliders to it so BodySlide will build it for you with your slider settings.

 

 

Are you using BodySlide? If so I highly recommend to do all changes in the projects, not the generated meshes.

Posted
35 minutes ago, Skitskurr said:

Either edit one and then copy the part over to the other or create a BodySlide project and let BodySlide generate the _0 and _1 for you. If you're using BodySlide I'd recommend you to not edit the generated meshes but always work on the BS projects.
 

Is it on equipment slot 32? Because that's the slot of the body. Any item with slot 32 needs to come with its own body object. Easiest would be to import "Meshes\Actors\Character\Character Assets\femalebody_0.nif". Or you can do it the clean way and create a new BodySlide project, import the outfit .nif into that project and conform the sliders to it so BodySlide will build it for you with your slider settings.

 

 

Are you using BodySlide? If so I highly recommend to do all changes in the projects, not the generated meshes.

Uuhh, I'm using Outfit Studio is change the positions, scaling, and deleting mesh.

When finished, I just export nif file. I don't really use anything project related like loading or saving projects. O.O

Posted
22 minutes ago, LordZero said:

Uuhh, I'm using Outfit Studio is change the positions, scaling, and deleting mesh.

When finished, I just export nif file. I don't really use anything project related like loading or saving projects. O.O

BodySlide and Outfit Studio are two separate programs that happen to come with the same mod. BodySlide is a tool to adapt custom armors to your desired body shape. Outfit Studio is a tool designed for creating such BodySlide armor sets, but happens to be useful for a whole lot of other stuff.

 

What I meant is do you use a fixed body replacer or do you use BodySlide to build your desired CBBE / UUNP body shape?

Posted
5 minutes ago, Skitskurr said:

BodySlide and Outfit Studio are two separate programs that happen to come with the same mod. BodySlide is a tool to adapt custom armors to your desired body shape. Outfit Studio is a tool designed for creating such BodySlide armor sets, but happens to be useful for a whole lot of other stuff.

 

What I meant is do you use a fixed body replacer or do you use BodySlide to build your desired CBBE / UUNP body shape?

I believe I used BodySlide to build the UUNP body before.

Posted

In that case instead of editing armor meshes you should edit their BS projects, otherwise your changes will be overwritten the next time you batch build your meshes.
A bodyslide project consists of two parts, a SliderSet (.osp file, this is what you load with File -> Load Project..) and a ShapeData (.nif file). Both can be found in their respective folders in Data/CalienteTools/BodySlide. Textures and Equipment Slots have to be set in the ShapeData file with NifSkope. Everything else I recommend doing in BodySlide, as the SliderSet needs to be updated if you delete parts from the mesh.

If you add parts to your armor and/or move parts around you have to reconform the Sliders to match the new position. For that you need a reference. If there is an object in the box on the top right with a green name you already have a reference. (this is usually the case if your armor piece contains a body/hands/feet object). If you do not have one use File -> Load Reference... and choose either Unified UNP or Unified UNP HDT, depending on if you want HDT jiggle or not. (I don't know what the Unified UNP Special reference is, so idk when you use that). Then use Slider -> Conform All. If you had to load a reference you have to delete it again once you're done.

If you encounter some clipping on your specific slider setting you can fix that by clicking the pencil icon of the respective sliders in the bottom right list and then using the increase / decrease tools in the toolbar. Most of the times you encounter clipping it will be around the breast. (also I haven't had a single armor where the pregnancy belly did not cause clipping that needed manual fixing, so if you use that you need to fix that)

Keep in mind that every time you edit a project in Outfit Studio you have to build it again in BodySlide for the changes to appear in game.

 

This might look like more work, but has a few advantages:

You can can change your slider setup to whatever you want and don't have to redo all the work.

You don't need to do the _0 and _1 files separately as BodySlide uses the same project files to build both.

If you've got permissions for all the assets you've used you can share this with other people and it works for all of them.

Posted
15 hours ago, Skitskurr said:

In that case instead of editing armor meshes you should edit their BS projects, otherwise your changes will be overwritten the next time you batch build your meshes.
A bodyslide project consists of two parts, a SliderSet (.osp file, this is what you load with File -> Load Project..) and a ShapeData (.nif file). Both can be found in their respective folders in Data/CalienteTools/BodySlide. Textures and Equipment Slots have to be set in the ShapeData file with NifSkope. Everything else I recommend doing in BodySlide, as the SliderSet needs to be updated if you delete parts from the mesh.

If you add parts to your armor and/or move parts around you have to reconform the Sliders to match the new position. For that you need a reference. If there is an object in the box on the top right with a green name you already have a reference. (this is usually the case if your armor piece contains a body/hands/feet object). If you do not have one use File -> Load Reference... and choose either Unified UNP or Unified UNP HDT, depending on if you want HDT jiggle or not. (I don't know what the Unified UNP Special reference is, so idk when you use that). Then use Slider -> Conform All. If you had to load a reference you have to delete it again once you're done.

If you encounter some clipping on your specific slider setting you can fix that by clicking the pencil icon of the respective sliders in the bottom right list and then using the increase / decrease tools in the toolbar. Most of the times you encounter clipping it will be around the breast. (also I haven't had a single armor where the pregnancy belly did not cause clipping that needed manual fixing, so if you use that you need to fix that)

Keep in mind that every time you edit a project in Outfit Studio you have to build it again in BodySlide for the changes to appear in game.

 

This might look like more work, but has a few advantages:

You can can change your slider setup to whatever you want and don't have to redo all the work.

You don't need to do the _0 and _1 files separately as BodySlide uses the same project files to build both.

If you've got permissions for all the assets you've used you can share this with other people and it works for all of them.

 

Mmmm, I see. So much to learn :X

 

My next question is, a mesh is not showing up. In the photo, I made a full duplicate of the skirt (which I named frill), use the mirror option on the axis X to make a reflection, went to the frill section and delete all the vertices connected to the shirt itself, and ended up with what I circled in red (only the frill part on the leg). When I bring up in game, I can see that the image has the change with the extra frill on the leg, but when I equip the item, it is not there/invisible. Any idea how to fix this? (there is no bodyslides for this item)

I did a similar thing with a head accessory, duplicate and mirror option X the new duplicate, and it worked. Only difference is I didn't delete anything/vertices from the new duplicate.

 

Should we also move to private messaging? Thinking I'm dragging this very long on the forums with my cluelessness :/

Capture.PNG

Posted
1 hour ago, LordZero said:

My next question is, a mesh is not showing up. In the photo, I made a full duplicate of the skirt (which I named frill), use the mirror option on the axis X to make a reflection, went to the frill section and delete all the vertices connected to the shirt itself, and ended up with what I circled in red (only the frill part on the leg). When I bring up in game, I can see that the image has the change with the extra frill on the leg, but when I equip the item, it is not there/invisible. Any idea how to fix this? (there is no bodyslides for this item)

I did a similar thing with a head accessory, duplicate and mirror option X the new duplicate, and it worked. Only difference is I didn't delete anything/vertices from the new duplicate.

This is where I had to do trial and error until I found the problem. I think I had a similar issue a long time ago when mirroring something in Blender. The problem was that due to the way Blender mirrored it the texture was now on the inside and could be resolved by adding Double_Sided to the Shader Flags 2 property of the BSLightningShaderProperty.
image.png.262b0d31650bc75027e33479874d5e99.png

 

If that doesn't solve it I probably need the files to figure out what's wrong.

 

1 hour ago, LordZero said:

Should we also move to private messaging? Thinking I'm dragging this very long on the forums with my cluelessness

Isn't that what a forum is for? I'll react to PMs and being quoted the same way. So I guess do what you want 'cause a pirate is free.

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