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[REQUEST/SEARCH] XPMSE Raised Tail Bone?


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Posted (edited)

There was a fix for this ages ago, but it wasn't for XPMSE. I found an old tutorial thread here, too, to fix the positioning, but XMPSE updated again and it no longer works.

 

Basically, vanilla tails = buttplugs. The old fix moved the tail bone up, so the tail came out at the base of the spine. With the new skeleton, moving the tail bone doesn't change anything. Moving other nearby bones work, but the base of the tail stretches, because the base bone won't actually move. Any other bones either do nothing or cause problems (I don't want to move the whole pelvis or spine!)

 

It isn't too bad looking on the khajiit in my example, but on custom races with custom tails, there is often a massive deformation. Is there a fix already that I just couldn't find? Or do people not really care about this anymore?

 

Example:

Spoiler

TailProblems.png.c8c92c5ea618549a0935630c59e50ae9.png

 

Yiffy Age doesn't appear to come with any skeletons but the digi one, and it doesn't fix the tail, either. I would think furries would care about the tail height, so I definitely feel like I'm just missing something again...

Edited by TentakelnBitte
spelling & punctuation...
  • 7 months later...
Posted

Are we at the beach? Because all I taste is SALT.

 

Mesh found here fixed the buttplug tails... by just moving the mesh itself up. Causes a small amount of deformation for me, mostly just in custom poses, but copying its position in other tails fixed them, too. I can't believe I had to grab this from a RETEXTURE mod, that it worked when istg I tried this method first*, and that it doesn't seem to be mentioned/copied anywhere. Literally all tail mods I download still rely on skeleton fixes, when 2 seconds in bodyslide corrects them. FFS

 

*probably in Nifskope, which sucks at moving meshes accurately. I used bodyslide this time and VOILA, I HATE EVERYTHING

Posted

you can raise tail bone node directly in nifskope of skeleton.nif file both in "character assets" and BSlide " res " folders. Skin rig will apply when u load you mesh to the skeleton.

Posted
4 hours ago, RomeoZero said:

you can raise tail bone node directly in nifskope of skeleton.nif file both in "character assets" and BSlide " res " folders. Skin rig will apply when u load you mesh to the skeleton.

Thanks

  • 10 months later...
Posted
On 4/5/2022 at 8:14 PM, RomeoZero said:

you can raise tail bone node directly in nifskope of skeleton.nif file both in "character assets" and BSlide " res " folders. Skin rig will apply when u load you mesh to the skeleton.

This didn't work for me, hence the thread. Moving the node on a XPMSE skeleton in Nifskope had no effect... it was like I did nothing, Applied or not.

 

On 3/31/2022 at 4:12 PM, Spyro84 said:

Thanks for sharing this info @TentakelnBitte. Could you post a tutorial on how to do this through Outfit Studio? I know how this works with Nifskope but I've never tried it with Outfit Studio before.

Open mesh in OS, right click the mesh in the list on the right, Move, raise Z up by 2. Export your "new" mesh.
You might want to load a body mesh as your reference to make sure it's moved where you like it, in case 2 is too high or low for the tail you're working on.

Posted (edited)
2 hours ago, TentakelnBitte said:

This didn't work for me, hence the thread. Moving the node on a XPMSE skeleton in Nifskope had no effect... it was like I did nothing, Applied or not.

 

Open mesh in OS, right click the mesh in the list on the right, Move, raise Z up by 2. Export your "new" mesh.
You might want to load a body mesh as your reference to make sure it's moved where you like it, in case 2 is too high or low for the tail you're working on.

Was that object skinned to the tail bones ? If it is skinned it will move according to nodes in any axis. Also a quick fix is just to copy weight from reference  in OS and then re-imp\export edited files. 

Edited by RomeoZero

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