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OUTFIT STUDIO HELP PLEASE!!


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Posted

i am trying to edit a leggings in outfit studio...what i want is when i will wear the leggings in game i want the main body to disappear.....so that there are no legs inside the legging....how can i achive that??
for example sayaka latex body suit....when i wear that body suit suit in game there is no body inside the suit only the outfit...since the outfit covers the whole body it does not cause problem
i want to do the same thing with the leggings...i want the legs inside the leggings to be removed....only the upper body will remain....is it possible?
what i already tried is that.....i mask the upper body of the reference body in outfit studio and delete the lower body....then i unmask them save the project with the legging and only upper reference body...but when i wear the leggings in game....the main bhunp body does not seems to disappear....as a result legs remain inside the legging...

Posted
31 minutes ago, Ghost_XXX said:

what i already tried is that.....i mask the upper body of the reference body in outfit studio and delete the lower body....then i unmask them save the project with the legging and only upper reference body...but when i wear the leggings in game....the main bhunp body does not seems to disappear....as a result legs remain inside the legging...

If you want the body in the game to be replaced by the torso of the leggings, then you must use the Armor Addon and Armor in the Esp Slot 32.

Posted
8 minutes ago, Andy14 said:

If you want the body in the game to be replaced by the torso of the leggings, then you must use the Armor Addon and Armor in the Esp Slot 32.

can you explain it please how can i do that??

Posted
18 minutes ago, Ghost_XXX said:

can you explain it please how can i do that??

First open the Nif with Nifskope and check the slots for the leggings and the body. The nif is in BodySlide/ShapeData/YourProjectName/.

Then open the Esp (from which the leggings come) with Creation Kit.
To do this, start CK and activate the Esp and click OK.
After loading the esp, switch to "Armor" on the left and look for the leggings. Here, in the "Biped Object" list, check whether slot 32 is set for the body and the slot for the leggings themselves (so check with Nifskope beforehand).
https://www.creationkit.com/index.php?title=Armor

The ArmorAddon is stored at the bottom right under Models. Double click to open and set the slots here as well.
https://www.creationkit.com/index.php?title=ArmorAddon

Save both changes (Armor and ArmorAddon) with OK and save the ESP. CK Close, done

Posted
1 hour ago, Andy14 said:

First open the Nif with Nifskope and check the slots for the leggings and the body. The nif is in BodySlide/ShapeData/YourProjectName/.

Then open the Esp (from which the leggings come) with Creation Kit.
To do this, start CK and activate the Esp and click OK.
After loading the esp, switch to "Armor" on the left and look for the leggings. Here, in the "Biped Object" list, check whether slot 32 is set for the body and the slot for the leggings themselves (so check with Nifskope beforehand).
https://www.creationkit.com/index.php?title=Armor

The ArmorAddon is stored at the bottom right under Models. Double click to open and set the slots here as well.
https://www.creationkit.com/index.php?title=ArmorAddon

Save both changes (Armor and ArmorAddon) with OK and save the ESP. CK Close, done

okk it worked but do you know what might causing this??

 

ScreenShot0.png

Posted

For all trousers it is the BEST to not use slot 32 (main body) so that you will be able to combine clothing with each other, means that you can choose a trouser in combination with different tops. This makes sense so to get the chance of more variations between tops and leg-wear or skirts all together.

Means that the leg-oriented clothin should come without the body all alone and morphed correctly to be suiting for the standard reference body.

And this means to create exactly the legging or other objects of clothing most exactly to suit to the morphs without clipping, which can be achieved by using a body, which allows to have morphs, which have been created smoothly. And this is depending on the base body and it´s optimal smoothed morphs. This is a lot of work but I can tell here that this all makes sense. The leg´s clothing can be using for best the calves-slot for an easy and working exchange.

ALSO SMP-skirts are for best should be created by using NO body on slot 38 (calves). With SMP working bodies it is a good idea, to split the upper- and lower part of a "pencil-stylish-dress" in the middle area to spare complexer xml-code inside of the skirt-drive. Tops should be created to work with the main-body inside and this part also is responsible then for the body-collision-at all, always.

If you have a leggings which is meant to be only for a dedicated top, you can create a suiting custom-body, which only shows the visible part of skin. But this sort of clothing is not combinable with other clothing, which use the same slots, then. And this clothing should also switch all the slots, which need to be exchanged so that there´s nothing left from other cloth, which has been weared before an exchange.

At least you can create a ZAP-slider and let different body-parts disappear by painting those "black"-I do not use that as it is to me not a serious way from my point of view.

 

If you create armor, you have to create armoraddon for this to become use-able as armor. Armor addon is picking the ready-created cloth from the game/mod-folder and it is offering the slot-number, which is the cloth´s skin-part no. For the legging it is maybe 38 (calves). Bodyslide is creating a *_1 and a _0 - version from the clothing, the armor-addon will need to pick up the _1.nif of the clothing to bring it into the game-keep in mind that the texture has to be switched to "skinned"....!

Then inside of the ARMOR, you go for the slot-switch "38calves" (or whatever slot you have used) again so that the armor/cloth can become equipped ingame. Under Armor, you define the weight and value for the cloth as well. You also add a "go-file", a "world-playable" asset, so that this cloth can be picked up from the ground for a use, in this way it is simply playable. Creating a GO-file needs a dedicated collision and an info for AIM (add item menu) so to allow to have a 3-d-view starting at a dedicated angle...this way you will doing the job to become professional for the mod you create.

Armor can then become combined to be an OUTFIT ingame, so to be prepared for NEW or existing NPCs. Outfits can have a list of different armors, IF those do fit together and not need a same slot. Also ARMOR can use different armor-add-ons and combine for example an SMP-skirt with a suiting top, which I made with the medieval-dress. This allows also combinations with other assets like BELTS (if those do suit with each other) to create more flexible combinations between different assets.

 

Means that the leggins should come without body for best...that´s what I think about it.

 

 

And if you create tops like corsets, you can change the overall behavior of the HDT-jiggling, by editing the weightpaining of the clothing and the body in one workflow. For a corset you can for example minimize the weighting and come nearly to a statical and mostly realistic behavior of the upper body-part. All the overdriven jiggling can be simply slowed down by changing simply the weightpainting for all those different tops and together with the body in a very quick and EASY way. Also possible then, to delete not wanted bones....

 

Hope this ideas are helpful:-))

Posted
13 minutes ago, Ghost_XXX said:

okk it worked but do you know what might causing this??

This can happen when deleting vertices in Outfit Studio. Instead of deleting the vertices, better create a zap slider (e.g. remove legs) and set "Zapped" as the default. The slider properties are accessible via the tab key when the slider is selected.

Posted

What I see from the pic you probably have a skeleton-error?

 

If you drag the leggins into the outfit-studio-window, you maybe see a slider-set?-if yes, delete that...

And look which partition is active for that cloth....skin-partitions mostly are red.

Switch that to the desired slot you want to use...

Then load the reference-body....then copy the weights of the body to the leggins...

The copy the sliders to become working for the leggins....you can also let some sliders to be unused...if their results cause NONSENCE-or you add new sliders only for this asset-but those won´t be accessible inside of RACE-MENU at all !!!

Then check the cloth with the morphs, correct the leggin´s distance to the skin, if you get skin-clipping-use a suiting brush-size for tha and lift the leggin´s mesh a little away from the body.

If done, you store the project WITH or WITHOUT the reference-body...as I mentioned would I not let the reference-body come with a trouser and use slot 38.

Then you can pick up the new item with Creation Kit, switch the correct slots and check it out ingame.

 

 

Posted

...snipp

9 minutes ago, t.ara said:

....snip

 

@t.ara I don't use slot 32 for any armor part at all - but his question was explicitly about using the body as an upper body.

Posted
2 hours ago, t.ara said:

For all trousers it is the BEST to not use slot 32 (main body) so that you will be able to combine clothing with each other, means that you can choose a trouser in combination with different tops. This makes sense so to get the chance of more variations between tops and leg-wear or skirts all together.

Means that the leg-oriented clothin should come without the body all alone and morphed correctly to be suiting for the standard reference body.

And this means to create exactly the legging or other objects of clothing most exactly to suit to the morphs without clipping, which can be achieved by using a body, which allows to have morphs, which have been created smoothly. And this is depending on the base body and it´s optimal smoothed morphs. This is a lot of work but I can tell here that this all makes sense. The leg´s clothing can be using for best the calves-slot for an easy and working exchange.

ALSO SMP-skirts are for best should be created by using NO body on slot 38 (calves). With SMP working bodies it is a good idea, to split the upper- and lower part of a "pencil-stylish-dress" in the middle area to spare complexer xml-code inside of the skirt-drive. Tops should be created to work with the main-body inside and this part also is responsible then for the body-collision-at all, always.

If you have a leggings which is meant to be only for a dedicated top, you can create a suiting custom-body, which only shows the visible part of skin. But this sort of clothing is not combinable with other clothing, which use the same slots, then. And this clothing should also switch all the slots, which need to be exchanged so that there´s nothing left from other cloth, which has been weared before an exchange.

At least you can create a ZAP-slider and let different body-parts disappear by painting those "black"-I do not use that as it is to me not a serious way from my point of view.

 

If you create armor, you have to create armoraddon for this to become use-able as armor. Armor addon is picking the ready-created cloth from the game/mod-folder and it is offering the slot-number, which is the cloth´s skin-part no. For the legging it is maybe 38 (calves). Bodyslide is creating a *_1 and a _0 - version from the clothing, the armor-addon will need to pick up the _1.nif of the clothing to bring it into the game-keep in mind that the texture has to be switched to "skinned"....!

Then inside of the ARMOR, you go for the slot-switch "38calves" (or whatever slot you have used) again so that the armor/cloth can become equipped ingame. Under Armor, you define the weight and value for the cloth as well. You also add a "go-file", a "world-playable" asset, so that this cloth can be picked up from the ground for a use, in this way it is simply playable. Creating a GO-file needs a dedicated collision and an info for AIM (add item menu) so to allow to have a 3-d-view starting at a dedicated angle...this way you will doing the job to become professional for the mod you create.

Armor can then become combined to be an OUTFIT ingame, so to be prepared for NEW or existing NPCs. Outfits can have a list of different armors, IF those do fit together and not need a same slot. Also ARMOR can use different armor-add-ons and combine for example an SMP-skirt with a suiting top, which I made with the medieval-dress. This allows also combinations with other assets like BELTS (if those do suit with each other) to create more flexible combinations between different assets.

 

Means that the leggins should come without body for best...that´s what I think about it.

 

 

And if you create tops like corsets, you can change the overall behavior of the HDT-jiggling, by editing the weightpaining of the clothing and the body in one workflow. For a corset you can for example minimize the weighting and come nearly to a statical and mostly realistic behavior of the upper body-part. All the overdriven jiggling can be simply slowed down by changing simply the weightpainting for all those different tops and together with the body in a very quick and EASY way. Also possible then, to delete not wanted bones....

 

Hope this ideas are helpful:-))

okk most of the lines go over my head...i am still new to modding and learning...but thanks for the reply...

if using the main body as cloth is a bad idea then tell me a way where i can increase mesh when my preset is loaded.....than main reason why i went to this path because

i repair the clipping mesh of leggings in outfit studio to match the reference body but i can only do that when all the sliders are in 0 state....as a result when i  load my preset when the thighs become bigger again the legs clipping out from the leggings(yes i copy the bone weights and confirm all the sliders)...main problem is when the preset is being loaded i can't increase  the mesh of the leggings....when all the sliders are 0 state i can increase mesh but at that time the legs and legging are in perfectly sync and i do not remember where i had to increase mesh for my preset....even if i somhow overcome this problem.....if i wear the leggings in game in standing mode it looks fine but when running or fighting or in different pose mode the legs clipps out from the leggings.....thats why i wanted no legs inside the leggings....so if you know something how can i solve this problem please tell??

Posted
2 hours ago, Andy14 said:

This can happen when deleting vertices in Outfit Studio. Instead of deleting the vertices, better create a zap slider (e.g. remove legs) and set "Zapped" as the default. The slider properties are accessible via the tab key when the slider is selected.

please see my avobe comment and reply..

Posted
1 hour ago, Ghost_XXX said:

please see my avobe comment and reply..

1. File -> Load Project "Leggings" or what ever in OUtfit Studio (OS).
2. Select your Leggins -> Tab Bones ->Select all Bones by Holding Shift an Click on first Bone+ scroll down and click on last Bone. Right Click on Bone -> Delete from selected Shape.
3. File->Load Reference. Select your body here.  (this replaces the old reference body and also the sliders)
4. Select your Leggins -> Right Click -> Copy Bone Weights
4a. If the leggings are still clipping, fix them with brushes now
5. Select your Leggings -> Menu Slider-> Conform Selected.
5a. Menu Slider -> Load Preset (High weight) -> chose your Preset and check for clipping. If clipping is present, try to figure out which slider is causing it. Set all sliders back to 0 and activate the corresponding slider (pencil) to correct.
6. Save Projekt as ... Check Low/High Weight Output ans uncheck Copy Reference Shape into Output.
7. Open Bodyslide (if it was open, just close and reopen - to refresh), choose your Projekt and Press Build with activatet "Build Morphs" Option

With this procedure, the leggings in the Armor Adoon and Armor naturally do not need slot 32.

Posted
19 minutes ago, Andy14 said:

1. File -> Load Project "Leggings" or what ever in OUtfit Studio (OS).
2. Select your Leggins -> Tab Bones ->Select all Bones by Holding Shift an Click on first Bone+ scroll down and click on last Bone. Right Click on Bone -> Delete from selected Shape.
3. File->Load Reference. Select your body here.  (this replaces the old reference body and also the sliders)
4. Select your Leggins -> Right Click -> Copy Bone Weights
4a. If the leggings are still clipping, fix them with brushes now
5. Select your Leggings -> Menu Slider-> Conform Selected.
5a. Menu Slider -> Load Preset (High weight) -> chose your Preset and check for clipping. If clipping is present, try to figure out which slider is causing it. Set all sliders back to 0 and activate the corresponding slider (pencil) to correct.
6. Save Projekt as ... Check Low/High Weight Output ans uncheck Copy Reference Shape into Output.
7. Open Bodyslide (if it was open, just close and reopen - to refresh), choose your Projekt and Press Build with activatet "Build Morphs" Option

With this procedure, the leggings in the Armor Adoon and Armor naturally do not need slot 32.

okk..thanks

Posted
16 hours ago, Andy14 said:

1. File -> Load Project "Leggings" or what ever in OUtfit Studio (OS).
2. Select your Leggins -> Tab Bones ->Select all Bones by Holding Shift an Click on first Bone+ scroll down and click on last Bone. Right Click on Bone -> Delete from selected Shape.
3. File->Load Reference. Select your body here.  (this replaces the old reference body and also the sliders)
4. Select your Leggins -> Right Click -> Copy Bone Weights
4a. If the leggings are still clipping, fix them with brushes now
5. Select your Leggings -> Menu Slider-> Conform Selected.
5a. Menu Slider -> Load Preset (High weight) -> chose your Preset and check for clipping. If clipping is present, try to figure out which slider is causing it. Set all sliders back to 0 and activate the corresponding slider (pencil) to correct.
6. Save Projekt as ... Check Low/High Weight Output ans uncheck Copy Reference Shape into Output.
7. Open Bodyslide (if it was open, just close and reopen - to refresh), choose your Projekt and Press Build with activatet "Build Morphs" Option

With this procedure, the leggings in the Armor Adoon and Armor naturally do not need slot 32.

i am editing vtaw wardob 5....everything is at its defult...i only convert cbbe to bhunp.....but in game if i wear leggings then the top disappear if i wear top then the leggings disappear....i saw into the vtawesp in creation kit that top has body as its biped object and leggings has unnamed 48/49...i did not change anything...why is this happening and how can i fix it??

Posted
1 hour ago, Ghost_XXX said:

i am editing vtaw wardob 5....everything is at its defult...i only convert cbbe to bhunp.....but in game if i wear leggings then the top disappear if i wear top then the leggings disappear....i saw into the vtawesp in creation kit that top has body as its biped object and leggings has unnamed 48/49...i did not change anything...why is this happening and how can i fix it??


When copying bone weights in OufitStudio, it can happen that the slot assignment of a mesh is changed - e.g. 32 (body) for the leggings.


Open the nif (Bodyslide/ShapeData/YourProject/) with Nifskope and check the used slots in the nif.
The easiest way to ensure there are no slot assignment errors in the nif is to make the nif neutral.


To do this, right-click on the BSDismemberSkinInstance of the corresponding Mesh -> Block -> Convert -> NiSkinInstance.
Now the slot management is exclusively defined by the ESP (Armor Addon, Armor).
The slot assignment of the armor addon and the armor in the ESP must be identical for normal use.

Posted
1 hour ago, Andy14 said:


When copying bone weights in OufitStudio, it can happen that the slot assignment of a mesh is changed - e.g. 32 (body) for the leggings.


Open the nif (Bodyslide/ShapeData/YourProject/) with Nifskope and check the used slots in the nif.
The easiest way to ensure there are no slot assignment errors in the nif is to make the nif neutral.


To do this, right-click on the BSDismemberSkinInstance of the corresponding Mesh -> Block -> Convert -> NiSkinInstance.
Now the slot management is exclusively defined by the ESP (Armor Addon, Armor).
The slot assignment of the armor addon and the armor in the ESP must be identical for normal use.

first time it worked...after that its not working....i am done bro...i am frustated now

Posted

I regret that you can not follow our instructions but I guess you need more energy for creating mods/modding at all: 

...I am done... means you gave up. Giving up is no option.

Working into SKYRIM is a hard work and there is needed to have in different circumstances much more depth of knowledge and experiences, compared with lot of the creators of the game at Bethesda. Nobody there really thinks ever about the havok-command-files or about physic´s collision of a Bodyslide-Body or cares about smp-cloth-creations....Such game´s tools and the creation-process of companies is mostly VERY MUCH FAR AWAY from what we do here (much more easy because of special tool´s integration, team-work and engineer´s support from other companies as well) and this of our modding experiences can ´t be picked up or being asked and answered by using one or some threads at all. This is important to know. It´s not possible to create stuff around some few weeks successfully and then drop the ideas or wishes for new stuff-integration again and go/jump to a next/another game. SKYRIM modding needs a clever handling of lot of tools and software all together, lot of years with constant personal energy/power/health, an anti-burnout-plan and steady interest. That s´ the downside of skyrim-modding which should be mentioned and known, and at least this all should be respected from those, which only consume mods. Specially in that case, if the mods are working fine since years with a well working game-integration,...

All the best and...

have a nice day:-)

 

@Andy14 hope you are FINE, best of my regards:-))

 

 

Posted
21 hours ago, Ghost_XXX said:

first time it worked...after that its not working....i am done bro...i am frustated now

This statement is not very helpful.
If you don't mind, upload the ESP, created leggings_x.nif and leggings.nif from BodySlide here so we can have a look.

@t.ara Schlechten Leuten geht's doch immer gut. Grüße zurück ?

Posted
On 6/29/2023 at 11:35 AM, Andy14 said:

This statement is not very helpful.
If you don't mind, upload the ESP, created leggings_x.nif and leggings.nif from BodySlide here so we can have a look.

@t.ara Schlechten Leuten geht's doch immer gut. Grüße zurück ?

i quited

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