Jay1646 Posted June 15, 2013 Posted June 15, 2013 I'm looking to convert a good Tut that just explains how to convert armors to TBBP Any help is appreciated! thanks!
Endiness Posted June 16, 2013 Posted June 16, 2013 To lazy to make a guide so all I can say (which isn't different from any other armor converting guide). 1. Import tbbp body (with skeleton if needed) 2. import armor 3. Fit armor to body 4. skin wrap parts to body. check and/or fix weights. 5. add smooth modifiers to all parts with group 2 selected 6. export 7. nifskope blah blah 8. creation kit blah blah Want to make a body into tbbp? 1. import non-tbbp body 2. Duplicate non-tbbp body (including the skin data) 3. Import a tbbp body with a similar shape (as close as possible) 4. Use either the duplicate or original and skin wrap it to the tbbp body. 5. Rotate arm and thigh bones to raise the arms and spread the legs. 6. Fix deformations by painting weight and smoothing as neccessary. 7body edited example 7. move bones back to neutral position 8. I recommended making a duplicate specifically for the weight values of the outer ring of vertices at the top of neck, and at the end of both forearms. Make sure the values of these vertices are the same as the original. I admit, I'm to lazy to do this myself most times. Example 9. add smooth modifer to mesh with group 2 selected 10. export 11. blah blah Does the mesh split or tear when you smooth weights like this? Since this is a the body mesh, and must maintain its vertex count at all cost, you can't wield vertices together before weight painting. When the mesh splits like this you have the manually assign weight values to separating vertices so they line back up correctly after smoothing weights. This is only a small example, and I would normally spend quite a bit of time "weight wielding" entire regions. Anyway... 1. While in the skin modifier, Click Edit Edit envelopes, then enable the "Vertices" checkbox under the parameters selection. This is need to, of course, be able to select vertices individually. Ignore the paint reticule in the picture. Disable "paint weight" mode if you're already in it. 2. Grab the two vertices that have separted. 3. Scroll down the right hand until you get to weight properties sections. The "abs effect" field is where weight values can be seen and edited for a single or group of vertices. Pay note to the weight of each vertex. The vertex on the left have a value of .231 to the left thigh bone. The vertex on the right has a value of .395. 4. Determine the avg of the two vertices (or guess). Select both vertices and enter the avg value into the abs effect field (.313). 5. Hit enter You want to do the weight painting for the breast bones yourself? Well, you probably going to have to wing by examining what's already been done. Unless you have specific version on the nif plugins, the envelopes will be useless to help you even lay out a base for you to work on.
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