xsixkillerx Posted September 1, 2023 Posted September 1, 2023 Are there any High Heel body references? Or do I just use the cbbe feet as the reference? Been trying to convert the boots from a particular armor, but when I copy boneweight/slider data, the bottom of the shoe and heels don't get weighted (not even sure if boots need to be converted)
t.ara Posted September 1, 2023 Posted September 1, 2023 u need the boots to become "converted"-BS is doing that to SSE mostly automatically for the file you load..and then you use the boots as always...if coming from another skyrim body/mod, the weighting is done, also the slot no. should be fine. You can make the ankle-size-slider to become conform for the boots, if you use body-shapes, which use that slider. At least you need to integrate the new boots into the game by using creation-kit-examples of vanilla clothing will help. Â
xsixkillerx Posted September 1, 2023 Author Posted September 1, 2023 47 minutes ago, t.ara said: u need the boots to become "converted"-BS is doing that to SSE mostly automatically for the file you load..and then you use the boots as always...if coming from another skyrim body/mod, the weighting is done, also the slot no. should be fine. You can make the ankle-size-slider to become conform for the boots, if you use body-shapes, which use that slider. At least you need to integrate the new boots into the game by using creation-kit-examples of vanilla clothing will help. Â Awesome! Â Lets say however, that a boot/heel goes up to the thigh (where them jiggle bones are) would I paint the lower half and copy bone weights/conform data of the upper half?
t.ara Posted September 1, 2023 Posted September 1, 2023 32 minutes ago, xsixkillerx said: Awesome! Â Lets say however, that a boot/heel goes up to the thigh (where them jiggle bones are) would I paint the lower half and copy bone weights/conform data of the upper half? from the shin down you have (calves)..which is around thin-bone, higher is the thig and probably you have additional nodes for the hdt-jiggling-in that case those have to become weighted after your body, you use... the normal step is to weight the boots onto the main body (copy bone-weighting) and slider morphs for the different leg-shapes of the body and in a second step you add the foot weight-paint by yourself, sometimes you also can add toe-weightpainting, if necessary...the foot weightpainting smoothly has to become morphed to the calves-weighting-the part there is mostly light-blue, deeper it is going to green, yellow and red onto the feet down. If you add the feet to the BS-project as a reference, you can of course also add the feet-weighting when set to reference...but this may delet the gap-coloring and by doing so you can maybe get artefacts on the cloth...if you can not weightpaint assets manually, based on some experiences, you can instead create a DUMMY shape with hands and feet and body with the complete weight-painting onto it-with that dummy you are able to handle all the clothing parts without loading head, hands or feets and weight the weared assets at once-this is my tip for a quick way to go and specially if you use BS and if you create tons of clothing, this is the best way to go, then... If your body is using collision-parts, those also allow to become a switchable reference between the different elements of your work. But check their weightpaiting exactly, before you use those...
xsixkillerx Posted September 1, 2023 Author Posted September 1, 2023 1 hour ago, t.ara said: from the shin down you have (calves)..which is around thin-bone, higher is the thig and probably you have additional nodes for the hdt-jiggling-in that case those have to become weighted after your body, you use... the normal step is to weight the boots onto the main body (copy bone-weighting) and slider morphs for the different leg-shapes of the body and in a second step you add the foot weight-paint by yourself, sometimes you also can add toe-weightpainting, if necessary...the foot weightpainting smoothly has to become morphed to the calves-weighting-the part there is mostly light-blue, deeper it is going to green, yellow and red onto the feet down. If you add the feet to the BS-project as a reference, you can of course also add the feet-weighting when set to reference...but this may delet the gap-coloring and by doing so you can maybe get artefacts on the cloth...if you can not weightpaint assets manually, based on some experiences, you can instead create a DUMMY shape with hands and feet and body with the complete weight-painting onto it-with that dummy you are able to handle all the clothing parts without loading head, hands or feets and weight the weared assets at once-this is my tip for a quick way to go and specially if you use BS and if you create tons of clothing, this is the best way to go, then... If your body is using collision-parts, those also allow to become a switchable reference between the different elements of your work. But check their weightpaiting exactly, before you use those... Everyday the things I learn get more complicated xD
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