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[Hilfe] OutfitStudio Bone wight integration object


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Posted (edited)

Hello,
I am currently trying to create a fusion core replacer for Plugs of the Commonwealth. However, I am having problems integrating the bone weight into the mesh with Outfit studio. I can get the Pelvis_ Rear_skin bone weight onto the Fusion Core mesh with Outfit Studio, but when I export the mesh as a nif or save it as a project and reload it, the bone weight is gone again.(see pictures)

what is the reason for this, what am I doing wrong, how can I fix this?

 

before saving

145880413_vordemspeichern.jpg.80300ae3990fc4fe5d9952a2703611b8.jpg

 

 

After loading

231836259_nachdemladen.jpg.cf4574ec8a565b6356c9ca44e7b1b4eb.jpg

 

Edited by N.Gamma
Posted
4 hours ago, N.Gamma said:

Hello,
I am currently trying to create a fusion core replacer for Plugs of the Commonwealth. However, I am having problems integrating the bone weight into the mesh with Outfit studio. I can get the Pelvis_ Rear_skin bone weight onto the Fusion Core mesh with Outfit Studio, but when I export the mesh as a nif or save it as a project and reload it, the bone weight is gone again.(see pictures)

what is the reason for this, what am I doing wrong, how can I fix this?

 

before saving

145880413_vordemspeichern.jpg.80300ae3990fc4fe5d9952a2703611b8.jpg

 

 

After loading

231836259_nachdemladen.jpg.cf4574ec8a565b6356c9ca44e7b1b4eb.jpg

 

whatever this may become it probably needs a skeleton.

If you have no skeleton, this asset can not become an asset for such kind.

If you load a nif-file into BS, it needs to come with it´s skeleton-if there is none, you will loose this manual bone "creations" because the file can´t have an orientation.

SMP and HDT-PE stuff is also loaded by adding it´s bone system into BS/OS, so that this extra skeleton is added to the base-skeleton for a morph.

Assets which are boned, normally come from software, which can add skeletons in a professional way to the assets to allow their skinned-functionallity. Those programs also enable a serious waitpainting itself by using suiting templates of a body-mesh or elsewhat asset you´re going to create.

Inside of nifscope, you should have a skinned-area which shows up dedicated, bone-weighted collection of bones of a used skeleton, mostly there is an info for the game, which part of the body-slot that asset should be working for, or replace another equipped asset in replacement-case, then. So it has been called "Dismember..."-which is then bound to a slot of the clothing-system. This is a NOT MUST HAVE parameter !

If youreplace this asset with an other one, load the original into BS and then copy the weightpainiting to the new asset...if sliders are also inside, also copy it´s sliders and then delete the original one and store the new stuff by exporting it with the reference body....in that case your new asset will be a complete replacer for the original one and it will have also the necessary skeleton inside, then.

If you creat a new asset with new skeleton-system, you need to use a 3D-software and do it from scratch by yourself.

 

Posted
3 hours ago, t.ara said:

whatever this may become it probably needs a skeleton.

If you have no skeleton, this asset can not become an asset for such kind.

If you load a nif-file into BS, it needs to come with it´s skeleton-if there is none, you will loose this manual bone "creations" because the file can´t have an orientation.

SMP and HDT-PE stuff is also loaded by adding it´s bone system into BS/OS, so that this extra skeleton is added to the base-skeleton for a morph.

Assets which are boned, normally come from software, which can add skeletons in a professional way to the assets to allow their skinned-functionallity. Those programs also enable a serious waitpainting itself by using suiting templates of a body-mesh or elsewhat asset you´re going to create.

Inside of nifscope, you should have a skinned-area which shows up dedicated, bone-weighted collection of bones of a used skeleton, mostly there is an info for the game, which part of the body-slot that asset should be working for, or replace another equipped asset in replacement-case, then. So it has been called "Dismember..."-which is then bound to a slot of the clothing-system. This is a NOT MUST HAVE parameter !

If youreplace this asset with an other one, load the original into BS and then copy the weightpainiting to the new asset...if sliders are also inside, also copy it´s sliders and then delete the original one and store the new stuff by exporting it with the reference body....in that case your new asset will be a complete replacer for the original one and it will have also the necessary skeleton inside, then.

If you creat a new asset with new skeleton-system, you need to use a 3D-software and do it from scratch by yourself.

 

sorry, but I just can't get this to work. Could you maybe be so kind and do that for me?

 

Plugs of the Commonwealth - Burning Fusion Core replacer.zip

Posted (edited)
9 hours ago, N.Gamma said:

a fusion core replacer

Have you tried...

Opening the original fusion core, then open the new fusion core, while keeping the original, adjusting the position of the new core to match/ look right, then deleting the original. Export the nif overwriting the original file.

That "generally" works for me when making "replacers" or mashups of items.

Edited by izzyknows
Posted
16 minutes ago, izzyknows said:

Have you tried...

Opening the original fusion core, then open the new fusion core, while keeping the original, adjusting the position of the new core to match/ look right, then deleting the original. Export the nif overwriting the original file.

That "generally" works for me when making "replacers" or mashups of items.

This is what I have tried several times and the replacer is also displayed ingame but I do not get the correct bone weight integrated into the mesh.

Posted

I can not help because I do not install FO4-it´s sadly not interesting me any longer.

In that case you please wait for maybe competenter guides or helpers...

But "Can you make that, please?" is a most worse case...this one will not be the last of your wishes, I guess.

Posted
41 minutes ago, User39042 said:

Here you go: Core Fixed.7z

 

Turned out to be a NIF fault. If that happens again, you need to open the nif with nifskope. Add new block, skininstance, or copy it from another working nif (like this one), and then assign it to the object as the "skin". Also future note, I put full precision on this nif, not that it helps, once its saved as sloppy precision, but for future reference, when you have intricate parts or items that don't need to be part of the dismemberment system or have blood decals, then always check "full precision" in the flags on NifSkope, or in the Outfit Studio Properties.

Thank you very much!

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