Jump to content

Pose for XNALara


Recommended Posts

Posted

Anyone use XNALara to export models for Fallout 4? I am learning to use it but have an issue. I am unable to find the default pose that is used for the game to use in XNA before exporting the model as obj. That will pose a problem if the outfits are in a T pose instead of FO4's default Outfit Studio pose. Anyone know where I can get the pose for XNA?

 

Thanks ahead of time.

Posted (edited)

Default pose in actor>character>characterAssets>femalybody.nif. Also, I'm sure no one uses XNALara. Clothing creators use blender and 3ds. I use 3ds 2013, bgs_nif_exporter, nif tools. This gives you all the bgs tools and allows you to import and export nif. Also, there is Havok Content Tools 2014. It allows you to export animations and poses to hkx. There is also a 3ds script for directly importing hkx into 3ds. Well, of course, nifskop. You can't do without a nifscope. These are probably all the tools that are available.

It's worth adding as well. Exporting to obj is most likely pointless. fo4 has a different xyz grid. In 3ds I will get an object of the wrong scale in the wrong coordinates, on its side. When exporting to fbx, it mirrors vertically uv and the scale is 33% with something. I use nif tools (available in the f4ak package) it allows you to import nif in its original form into 3ds. It seems that there are some plugins for blender too. But unfortunately, I don't work in blender. So I don't know.

Edited by South8028
Posted (edited)

The skeleton structures and names used in xna/xps created by different authors will not be consistent, so there is no pose file that can be applied to all of your xna/xps projects.
My way:
Import the T pose body of the FO4 character 0 slider in OS, which includes the head and hands.

Then export as obj.

Import obj in the new scene of Blender.

Use Blender's xna/xps plugin to import xna/xps into this scene. (you can save scenes with only FO4 characters for future use).

Then move/scale the required content to fit the size of the FO4 characters in the scene. make them appear to have a basic overlap in body/head size and position.

Then enter the pose mode and make the XPS characters a T pose for the FO4 characters.

Yes, this is a boring and patient process. Especially if gloves are also included there 😅The good news is that sometimes you can simply adjust the posture of one hand, leg, and foot based on the specific situation, because in later OS work, they can directly copy and X mirror the other side.

Due to the fact that the characters in XPS with different resources will not be completely consistent with the body ratio/fat or thin of the 0 slider in FO4, you always need the OS brush to continue adjusting the content of XPS in the later stage. Our goal is to make the characters in XPS roughly the position, size, and pose of FO4 characters in the same scene in Blender.
Then export the XPS content that has become a fo4 T pose as obj.

The rest is the job of the OS/materials/textures/esp.

36020240223050241554.jpg.46b7be881526d59af21bac96c06439ac.jpg

Edited by kziitd
Posted (edited)

Thanks for the responses. Basically the models I dl'd are in T pose. I got XNA as suggested by Sunjeong in an older tutorial video of hers. I finally figured out how to reposition body parts before saving the scene to import into blender. I can't afford 3ds unfortunately and I now know Autodesk aquired Blender  -_- . Was using XNA like I said to repose the outfits roughly. Of course the other problem is the fact they are fitted to a different game body vs CBBE. I am trying to port other Nier/Yorha outfits for personal Nier companions mod. All of this is practice for me so repetition patience doesn't hurt, it's a good way to learn. My problem now is basically OS and getting the outfit pieces to fit without getting distorted and lumpy. Trying to make the pieces work like Vtaws 2b  outfit ports. I have seen in a different MA's port that the reference body? they use the feet are basically  squished to hide inside the boots. One thing I noticed is the torso on the Nier outfits seem to be longer as well as the legs than CBBE.

 

Which leaves me to think custom body shape/reference used for those outfits? I can scale and position pieces  no problem, except when it comes to adjusting the mesh to cover any skin showing at some point it starts to look crappy because of the body used originally vs CBBE. If that makes any sense? Either way I keep practicing. As you can see in the images one boot is what it should look like, while the other is me trying to make it cover CBBE legs, feet stick out period unless I deflate and squish them. 

Screenshot 2024-02-21 233317.png

Screenshot 2024-02-21 233221.png

 

 

Body from a 2B outfit mod

Screenshot2024-02-24201445.png.fa156825e43011111289b120e9fd7ff9.png  Body from Vtaw 2B outfitScreenshot2024-02-24202242.png.2875166e8fe9a3a716238d4f3f680881.png Screenshot2024-02-24202346.png.cb698496c10f5a73480150718e8d0aef.png

Edited by NekoNeko76
Added Screenshots
Posted

@kziitd

 

import T pose body of the FO4 character 0 slider in OS, which includes the head and hands. --- Always wondered if there was a shape that included these. Now I'm going to dig around for that file. Is that a nif?

 

Outfit is from Nier though and dowload comes with generic item.mesh and generic item .mesh.ascii  and an xps.xps files (been wondering what this is for).

 

Then export as obj. -------I do do this with XNA

 

Import obj in the new scene of Blender.  ----- yup

 

Scaling and positioning I understand.

 

Stuff I did not know!

 

Use Blender's xna/xps plugin to import xna/xps into this scene. (you can save scenes with only FO4 characters for future use). 

Then move/scale the required content to fit the size of the FO4 characters in the scene. make them appear to have a basic overlap in body/head size and position.

Then enter the pose mode and make the XPS characters a T pose for the FO4 characters.T

Yes, this is a boring and patient process. Especially if gloves are also included there 😅The good news is that sometimes you can simply adjust the posture of one hand, leg, and foot based on the specific situation, because in later OS work, they can directly copy and X mirror the other side.

Due to the fact that the characters in XPS with different resources will not be completely consistent with the body ratio/fat or thin of the 0 slider in FO4, you always need the OS brush to continue adjusting the content of XPS in the later stage. Our goal is to make the characters in XPS roughly the position, size, and pose of FO4 characters in the same scene in Blender.
Then export the XPS content that has become a fo4 T pose as obj.

The rest is the job of the OS/materials/textures/esp.

 

So in essence I can reposition etc pieces in blender and not use XNA?

 

New stuff to learn and study!

 

Again thanks for responding!

Posted (edited)

Update, I just learned how to cut off the lower legs that poke out of the boots lol. Except now the bones I need for weights are gone oops.  Tinkering is so much fun.

Edited by NekoNeko76
Posted (edited)

I just don't understand why this is needed. I will describe how I do this in 3ds. I can put together a simple rig in ~15 minutes (if I don’t have a ready-made one, but I have several of them), import any mesh, set the bones as I need, skin the bones on this new clothing mesh, return the bones to the fo4 pose. ResetXform on the clothing mesh. Assign material. Export to nif. Pass through elrich. Open in os. Import femalebody.nif there. Morph the mesh into the desired shape, cut off the excess. Rename body mesh. Import femalebody.nif again, then import sliders - femalebody.tri. Copy bones, apply sliders. Ready. Everything is probably the same, it’s not difficult to do in blender instead of 3ds. For blender there is a nif import/export plugin and a ready-made rig. You need to find all the plugins and resources that people have made for blender.

1.png

2.png

3.png

4.png

5.png

6.png

7.png

8.png

9.png

11.png

10.png

12.png

13.png

14.png

15.png

Edited by South8028
Posted (edited)
On 2/25/2024 at 10:15 AM, NekoNeko76 said:

@kziitd

 

Stuff I did not know!

 

Use Blender's xna/xps plugin to import xna/xps into this scene. (you can save scenes with only FO4 characters for future use). 

Then move/scale the required content to fit the size of the FO4 characters in the scene. make them appear to have a basic overlap in body/head size and position.

Then enter the pose mode and make the XPS characters a T pose for the FO4 characters.T

Yes, this is a boring and patient process. Especially if gloves are also included there 😅The good news is that sometimes you can simply adjust the posture of one hand, leg, and foot based on the specific situation, because in later OS work, they can directly copy and X mirror the other side.

Due to the fact that the characters in XPS with different resources will not be completely consistent with the body ratio/fat or thin of the 0 slider in FO4, you always need the OS brush to continue adjusting the content of XPS in the later stage. Our goal is to make the characters in XPS roughly the position, size, and pose of FO4 characters in the same scene in Blender.
Then export the XPS content that has become a fo4 T pose as obj.

The rest is the job of the OS/materials/textures/esp.

 

So in essence I can reposition etc pieces in blender and not use XNA?

 

New stuff to learn and study!

 

Again thanks for responding!

https://github.com/johnzero7/XNALaraMesh
Yes, Blender has a plugin that can import xna resources (. xps)
3dsmax does not have plugins with the same functionality, it is more convenient to handle XPS in Blender for porting other game character content.

So you can refer to the Fo4 characters that have already been placed in Blender and adjust the position, size, and posture of the XPS characters that will continue to be imported.

When the two are very close, export the clothing of XPS characters as obj or nif (through Blender's nif plugin).

For body reference projects in OS, it is not difficult to further refine these obj/nif with different functional brushes to fully match the body of FO4 characters.

 

 

Edited by kziitd
Posted

@kziitd  After looking through Bodyslides files in the tools oddly I don't see any 0 or 1 nifs?  just single nifs. Which is totally different than what I'm used to with Skyrim. I have the newest Bodyslide perhaps why. I can find the nif just like what South has in their examples, seems like hands and head are separate in FO4 which is fine. 

 

2B was roughly posed in XNA I just didn't do the legs in this one. Repetition can only make me better. Still working on when I cut the lower legs off in OS on doing the bones and weights. I'm still working on the texture part on export before importing to OS but for the moment just want to get the posing and the OS mesh bones part down for now.

Screenshot 2024-02-26 163029.png

Screenshot 2024-02-26 162719.png

Screenshot 2024-02-26 212820.png

Posted

I have learned a lot thanks to you two. I need to play with rigging reposing some more and weighting.  The armature imported from the character file is a lot different so I will have to play with it  so I can match it up with CBBE bones.

 

Again, thank you both for your knowledge. 

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...