Pfiffy Posted September 25, 2021 Posted September 25, 2021 I'm actually working on two armor sets based on the Flameatronach and on the Wisp. They look like this now: Flamer Female: Flamer Male: Wisp female: Wisp male: My problems at this point are: 1. I added the demon eyes to all heads, but they refuse to appear in-game. Note: Head, Hands and Feet are armors. It would also be cool to have some vampire teeth... 2. I tried to create BS files for the female Flamer and the output files just crash. So I didn't try it with the wisp for now. 3. I have a gap between the male head and the male body on low weights on the wisp an I don't understand why... 4. For the wisp body I played around with the body of the flamer, but I need some help with setting up the BSShaderpropperties and the referring textures: I need to know how the effect texture and the gradient texture cooperate. So that I can make it white, dim it a bit and have some green shadows floating around on it. 5. How can I change the NiFloat settings in the different body parts, to make the animated stuff move in sync. In other words: How do the keys work? This would be easier, if I could set up the bodies as one piece , but the full body I made with BS still had the same seams as the separate parts. 6. I could need some help with the weightings of the wisp. I'm not looking for some one who does that for me, but who can explain what I have to do in a way that I understand it (At best in german and with a lot of patience) 7. At least it would be cool if someone could add physics to the shawl and the armwrappings (for both genders) I didn't make the male version for just having it...
VersuchDrei Posted September 25, 2021 Posted September 25, 2021 10 minutes ago, Pfiffy said: 1. I added the demon eyes to all heads, but they refuse to appear in-game. Note: Head, Hands and Feet are armors. It would also be cool to have some vampire teeth... Is the partition in the DismemberSkinInstance matching the Biped Slot of the ArmorAddon or are you using a NiSkinInstance? 13 minutes ago, Pfiffy said: 3. I have a gap between the male head and the male body on low weights on the wisp an I don't understand why... Are you maybe using the same body in the _0 mesh as for the high weight? Different weights have different neck widths. 15 minutes ago, Pfiffy said: 6. I could need some help with the weightings of the wisp. I'm not looking for some one who does that for me, but who can explain what I have to do in a way that I understand it (At best in german and with a lot of patience) If by weightings you mean bone weights: Personally I'd just copy the weights from another armor in Outfit Studio. I've never done it by hand and it's probably a lot of work. 16 minutes ago, Pfiffy said: 7. At least it would be cool if someone could add physics to the shawl and the armwrappings (for both genders) I didn't make the male version for just having it... Same as 6., but with an armor that has physics at those parts. You then also need to reference the xml file in your .nif, so you'd look for assets that you're allowed to use for this.
Pfiffy Posted September 25, 2021 Author Posted September 25, 2021 1 hour ago, VersuchDrei said: Is the partition in the DismemberSkinInstance matching the Biped Slot of the ArmorAddon or are you using a NiSkinInstance? I have been struggling so much with the texture settings, that completely forgot about that. But I wonder why Beth put them to Slot 32 by default.... not the only thing, that is strange.... Edit: Editing the partition worked and the eyes look like they should now. Thank You! 1 hour ago, VersuchDrei said: Are you maybe using the same body in the _0 mesh as for the high weight? Different weights have different neck widths. I tried this with two bodies: the SOS body and a Himbo version. I prefere the Himbo version, because it doesn't have the hole between the legs. The gap comes from the head being to high, but there isn't a _0 and _1 size for the head... (it was hard enough to find a male head...) and the problem doesn't occure in the female version when I tried it there. Maybe I should go for a _0 and _1 Solution.... 1 hour ago, VersuchDrei said: If by weightings you mean bone weights: Personally I'd just copy the weights from another armor in Outfit Studio. I've never done it by hand and it's probably a lot of work. Hm... I theory that sounds good... and quite easy.... Except for the point, that I don't know how to do that.... For a start, I might take something simple like the male monk robes that come with skirt bones. That will stop the wrapping to get crippled if you just stand around... I can detach the upper part from the rest, so this can be weighted separately. For the female I can add butt and belly afterwards, as long as it doesn't wreck the rest again. Now we are at the 'How to...' 1 hour ago, VersuchDrei said: Same as 6., but with an armor that has physics at those parts. You then also need to reference the xml file in your .nif, so you'd look for assets that you're allowed to use for this. Same as six... It is simply adding some bones... (I remember me failing on that, while I was working on DD and ZAZ) I know, enough about that stuff, to know that I know nothing... I might be able to take a tail from a khajit or argonian and move it into the right position, but someone else has to write the .xml.
Pfiffy Posted September 25, 2021 Author Posted September 25, 2021 Hm... I made a version with bones attached with the clavice. I need a good bone to do the same with the part that comes from the hood and moves under the arm...
Pfiffy Posted September 25, 2021 Author Posted September 25, 2021 A little update... Eyes are fixed. I still need some advice about the NiFloatData: The anim in the body moves much faster than in the other body parts and in the hands I also have to change the direction(if that is possible). I managed to add the bones from a tail to the clavice for the shawl. on the right side and I'm working on the left side now. I wonder if it would make more sense to add the needed bones to the head mesh instead of the body mesh...
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