poisenbery Posted August 29, 2021 Share Posted August 29, 2021 Hello! I'm working on a project to add volumetric pubic hair to the game. I have run into a number of issues regarding poly count: initially, nothing with too many vertex count would export out of blender as a nif, so I attempt as OBJ. Outfit studio gives error and crashes. I came up with workaround to get the object loaded into outfit studio by segmenting the hairs into 3 seperate mesh objects. As you can see by the first 3 pictures, I successfully built the mesh using outfit studio and bodyslide. However...when loaded into the game, there is some very strange things happening to the mesh. It is very ugly. I don't understand why this is happening and really could use some advice. Link to comment
Seijin8 Posted August 29, 2021 Share Posted August 29, 2021 44 minutes ago, poisenbery said: Hello! I'm working on a project to add volumetric pubic hair to the game. I have run into a number of issues regarding poly count: initially, nothing with too many vertex count would export out of blender as a nif, so I attempt as OBJ. Outfit studio gives error and crashes. I came up with workaround to get the object loaded into outfit studio by segmenting the hairs into 3 seperate mesh objects. As you can see by the first 3 pictures, I successfully built the mesh using outfit studio and bodyslide. However...when loaded into the game, there is some very strange things happening to the mesh. It is very ugly. I don't understand why this is happening and really could use some advice. Well, I can't tell if your nif is properly weighted since it is filled with "bogus" node data (fairly sure you don't have clavicle weighting there, but it is listed), but when you see deformations like that, it is usually bone weighting doing it. Link to comment
poisenbery Posted August 29, 2021 Author Share Posted August 29, 2021 (edited) 20 minutes ago, Seijin8 said: Well, I can't tell if your nif is properly weighted since it is filled with "bogus" node data (fairly sure you don't have clavicle weighting there, but it is listed), but when you see deformations like that, it is usually bone weighting doing it. Yes this. I also noticed this but I was unsure what i did to get it there. This is my first time trying to import a custom blender mesh "armor" into the game. I thought that I followed the outfit studio guide correctly because everything was deforming correctly in bodyslide and outfit studio. Someone in discord said that I did not copy weights correctly. How would I go about doing it "correctly" for this piece? Edited August 29, 2021 by poisenbery Link to comment
poisenbery Posted August 29, 2021 Author Share Posted August 29, 2021 I think I understand better now. The bone weights are deforming the mesh incorrectly, which causes the ugly look. I need to play around with sliders and make sure that the weights are painted correctly so that this does not occur. Thank you for your help! 1 Link to comment
Seijin8 Posted August 30, 2021 Share Posted August 30, 2021 12 hours ago, poisenbery said: I think I understand better now. The bone weights are deforming the mesh incorrectly, which causes the ugly look. I need to play around with sliders and make sure that the weights are painted correctly so that this does not occur. Thank you for your help! You could put it into outfit studio and "copy bone weights" with no target limit and a high radius. It won't move correctly then either, but the odd deformation should stop. Another issue could be the vertices not being welded, and then the weighting wouldn't be applied uniformly. Link to comment
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