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Outfit Studio .obj import issue


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Posted

Exporting a mesh into an .obj and importing it back results in this:

 

whatthefuckisthisshit.png.dc9a9b32838e3c368a40d6d7fedb4818.png

 

At first I thought I'd broken something while editing the mesh in Blender but no, this happens even if you import back an untouched mesh you just exported.

 

I've exported other meshes as .obj before and imported them successfully, but some get fucked up like this. What gives?

 

 

Posted
13 hours ago, donnerwetter said:

Exporting a mesh into an .obj and importing it back results in this:

 

whatthefuckisthisshit.png.dc9a9b32838e3c368a40d6d7fedb4818.png

 

At first I thought I'd broken something while editing the mesh in Blender but no, this happens even if you import back an untouched mesh you just exported.

 

I've exported other meshes as .obj before and imported them successfully, but some get fucked up like this. What gives?

 

 

 

Difficult to see on the screenshot.
What happened? Faces inside?

Posted

Maybe this will fix, check NiTriShapeData of body then check if has normals is yes, if you flip to no it will loose the overshine. This may or may not be desirable depending on the model.

 

Spoiler

image.png.1c3c0a14040597af6f8e7ba7545a2453.png

 

Posted
16 hours ago, Andy14 said:

 

Difficult to see on the screenshot.
What happened? Faces inside?

 

I'm not that knowledgeable about 3d modeling so I can't say exactly what's going on here, but the normals or UV map seem to be fucked. The entire mesh is either blindingly shiny or really dark in a really splotchy haphazard way and the UV seams are really prominent. Recalculate Normals does nothing, and on top of this .tri morphs are completely broken, resulting in random vertices exploding all over the place when sliders are moved. SOLVED

 

If you import the original nif in Blender and export it, it also gets broken- textures work correctly but the morph issues remain. This isn't the only mesh I've found doing this either. How are people working on Skyrim meshes these days?

Posted
1 hour ago, donnerwetter said:

 

I'm not that knowledgeable about 3d modeling so I can't say exactly what's going on here, but the normals or UV map seem to be fucked. The entire mesh is either blindingly shiny or really dark in a really splotchy haphazard way and the UV seams are really prominent. Recalculate Normals does nothing, and on top of this .tri morphs are completely broken, resulting in random vertices exploding all over the place when sliders are moved.

 

If you import the original nif in Blender and export it, it also gets broken- textures work correctly but the morph issues remain. This isn't the only mesh I've found doing this either. How are people working on Skyrim meshes these days?

I work with a combination of Outfit Studio and Blender.
Export as Obj from OS.
Import into Blender as an object. I think I wrote you the import / export settings before.
If the imported mesh looks "blocky" in Blender, the first thing to do after import is to set Shading to Smoth.

Posted
15 hours ago, Andy14 said:

I work with a combination of Outfit Studio and Blender.
Export as Obj from OS.
Import into Blender as an object. I think I wrote you the import / export settings before.
If the imported mesh looks "blocky" in Blender, the first thing to do after import is to set Shading to Smoth.

 

Disregard everything I said about mesh morph issues- all this time, I was doing my testing on a custom race without taking into account that the ExtraData entry in the Bodyslided nifs was still pointing to the normal 3BA femalebody.tri file in "actors/character/character assets".

 

Spoiler

 

 

 

I still have other problems though. I can sidestep the shininess issue in the OP by importing the .nif straight into Blender instead, but after I've imported it back into Outfit Studio, saved it as a project and built a mesh with it in Bodyslide, this happens:

 

Zsrf8Qm.png.30aec8a20613fd4169ab2195f7dabdf7.png

 

Edit: The Racegen_RGB_Tint flag didn't copy over when I copied Shape Properties in Outfit Studio, seems fixed now.

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