valascor Posted December 30, 2013 Posted December 30, 2013 Can anyone please help me! I have no clue what I'm doing and it's frustrating as hell. Skype would be preferred way of communication. Please help another friendly gamer out, please!?
blabba Posted December 30, 2013 Posted December 30, 2013 Â Sorry for unclarity in my previous post, The way you mentioned (which is the same as the official guide on the Bodyslide 2.0 page) is the only way I have converted the armors. So that .nif file is made after I have the option you specified ticked on and have deleted the base body. Â When I tried an alternative way (Duplicate reference shape into outfit as body and then conform that to the sliders while leaving auto copy reference shape off on save) kept crashing in skyrim whenever I loaded the outfit. So I quit doing that xD. Â As for your second question, I just did a quick mock-up from a clean mage.nif file in Alan's pack and saved without copying weights and the file opened in nifskope with no corruptions. When I tried doing the TBBP method b from the official guide onto just 1 piece of the mage armor (hip/trouser piece) and export to .nif, when I open in nifskope immediate corruption appears. Â That is the only test I have done, but if you need more, like BBP copying, using different pieces let me know. Below is attached files I worked on, mage_2 is uncorruoted with no copy weights, mage_3 is corrupted with TBBP weight only for hip/trouser area. Â Thanks again for all the hard work and the wonderful tool! Â The "NiSkinInstances" inside of the source NIF might be a problem, but we're not sure yet. Can you try copying weights for a completely different outfit that's not from Alan? One that has "BSDismemberSkinInstances" in them instead of "NiSkinInstances"? Â Â Well seems like your onto something, I tried with Neo's scouter Corset, and it seemed to work fine in nifskope after copying tbbp weights to 1 part of the mesh. Â I'm actually new to the whole 3d-modelling and nifskope (I just have it to try out HDT), so I attached the meshes as I am not sure if they contain the nodes you wanted (#1 without weights, and #2 with TBBP weight on corset only). Â Â Neo Scouter Corset test.rar
ousnius Posted December 30, 2013 Author Posted December 30, 2013 Well seems like your onto something, I tried with Neo's scouter Corset, and it seemed to work fine in nifskope after copying tbbp weights to 1 part of the mesh. Â I'm actually new to the whole 3d-modelling and nifskope (I just have it to try out HDT), so I attached the meshes as I am not sure if they contain the nodes you wanted (#1 without weights, and #2 with TBBP weight on corset only). Â Yeah, those work, it should be the NiSkinInstances' fault. Added to our bug-list. Â Can you explain me why using the reference body when saving a sliderset makes Outfit Studio crash for you? Maybe it's also because of the NiSkinInstances?
blabba Posted December 30, 2013 Posted December 30, 2013 Â Well seems like your onto something, I tried with Neo's scouter Corset, and it seemed to work fine in nifskope after copying tbbp weights to 1 part of the mesh. Â I'm actually new to the whole 3d-modelling and nifskope (I just have it to try out HDT), so I attached the meshes as I am not sure if they contain the nodes you wanted (#1 without weights, and #2 with TBBP weight on corset only). Â Yeah, those work, it should be the NiSkinInstances' fault. Added to our bug-list. Â Note: Can you explain me why using the reference body when saving a sliderset makes Outfit Studio crash for you? Maybe it's also because of the NiSkinInstances? Â Haha sorry for the misunderstanding again, Outfit Studio itself doesn't crash, only if I try copying the reference body into the outfit mesh as the base body and try applying advanced sliders onto it and save, (without ticking auto-copy reference on save as menu) does it crash in-game. Â I still cannot figure out why my slider set for Alan's pack doesn't transfer over to another computer but works fine for me maybe that has something to do with niSkinInstances? Â Well I'll find out when I finish trying to completely overhaul Neo's scouter corset and see if someone else on the Bodyslide 2.0 Armor Conversion thread can load it up and apply morphs correctly. Otherwise I'm just doing something wrong xD.
ousnius Posted December 30, 2013 Author Posted December 30, 2013 Â Â I still cannot figure out why my slider set for Alan's pack doesn't transfer over to another computer but works fine for me maybe that has something to do with niSkinInstances? Â Already told you why. You're not allowed to copy the reference body into the outfit shapes list for BodySlide conversions, you have to keep the checkbox ticked when using "Save Project As...", or the body sliders won't morph on another computer. The body shape in the final NIF has to be called "BaseShape".
raven9 Posted December 31, 2013 Posted December 31, 2013 Does it happen for ALL outfits (not only Alan's etc.) every time? We're currently investigating the Abyss Walker outfit. Â Â So far it has happened with 3 different outfits I was trying to convert to SevenBase, the outfits are UNP Lollipop Chainsaw, CBBE Sucker Punch Baby Doll and CBBE Red Sonya) Also the errors aren't always the same but I'm 100% sure it always happens after copying weights because I'm a bit paranoid about creating backups and export my nifs at different stages in case something goes wrong so I don't need to restart from scratch. As for the conversion process I'm following the tutorial verbatim. Â On an unrelated note I'm having a small issue with bodyslide itself but I guess it has to do with the entire application being updated. Basically I noticed old body slide outfits like Cross crusade's or the BAMM package aren't being generated with the exact same proportions as my slider set in game. The weird thing is they look correct when I preview them but in game they look different and is easy to tell since the generated naked body has the correct proportions. Not a major issue really since it isn't happening to all of them. Â EDIT: Forgot to add, the nif errors also happened when I was 1st trying to convert the CBBE Sucker Punch Baby Doll dress to just body slide.
ousnius Posted December 31, 2013 Author Posted December 31, 2013 Â Does it happen for ALL outfits (not only Alan's etc.) every time? We're currently investigating the Abyss Walker outfit. Â Â So far it has happened with 3 different outfits I was trying to convert to SevenBase, the outfits are UNP Lollipop Chainsaw, CBBE Sucker Punch Baby Doll and CBBE Red Sonya) Also the errors aren't always the same but I'm 100% sure it always happens after copying weights because I'm a bit paranoid about creating backups and export my nifs at different stages in case something goes wrong so I don't need to restart from scratch. As for the conversion process I'm following the tutorial verbatim. Â On an unrelated note I'm having a small issue with bodyslide itself but I guess it has to do with the entire application being updated. Basically I noticed old body slide outfits like Cross crusade's or the BAMM package aren't being generated with the exact same proportions as my slider set in game. The weird thing is they look correct when I preview them but in game they look different and is easy to tell since the generated naked body has the correct proportions. Not a major issue really since it isn't happening to all of them. Â EDIT: Forgot to add, the nif errors also happened when I was 1st trying to convert the CBBE Sucker Punch Baby Doll dress to just body slide. Â Â Yeah, these are all things that might be fixed with the next version, so no point in trying to figure stuff out at the moment. You will have to try again when v2.0.0.11 comes out in around a week (no ETA, maybe less, maybe more) and tell me how it worked out.
lordblak360 Posted December 31, 2013 Posted December 31, 2013 Hello All,  I have a question, I finally figured out how to add weights on my armor. Doing so I used my default baseshape which is more curvy than the original cbbe body. I align the armor but the boots are now to small. My question is how can I align the boots to my baseshape so I can fix the mesh properly. I can't figure this out for the life of me. I doing good to finally get the weights, now I'm crossing into deep waters. Any help is appreciated. I hope I'm some what making sense.
demongoat Posted December 31, 2013 Posted December 31, 2013 okay i found an issue i think, OS will crash on large brushes, i was doing a mask on something and made the brush large and it crashed. not sure if this is a known issue or not.
arthurh3535 Posted December 31, 2013 Posted December 31, 2013 How large? 600-1000 seemed to work for me? But you can have it trying to do too much. I think I remember crashing it when I did a huge brush.
Lucy in the Sky Posted December 31, 2013 Posted December 31, 2013 I'm having a problem...  The skin is somehow spiking away... Anyone had this issue yet?  Here are some screenies.  Here's a picture of the 100 weight on the bodyslide program.        In this picture below, I just put some values to 0 to show the armor is properly adjusted to the body.       Now, here are a few in-game pictures:  This is the naked character on weight 100        And here is the character upon equiping the armor       What should I do to fix this? Thank you
ousnius Posted December 31, 2013 Author Posted December 31, 2013 I'm having a problem...  The skin is somehow spiking away... Anyone had this issue yet?  And here is the character upon equiping the armor      What should I do to fix this? Thank you   Start a new project in Outfit Studio, load CBBE Advanced as a reference and select your BodySlide conversion NIF file (that's in BodySlide/ShapeData) as an outfit.  Then, delete the BaseShape_outfit body that came with your outfit.nif and duplicate the reference BaseShape body into the outfit shape list again.  Next, "File -> Export Current -> Export NIF". You'll have to open that up in NifSkope now and rename the body shape back to "BaseShape" so your sliders will work for that again in BodySlide. Replace the mesh that's in your ShapeData folder with this NIF.
Lucy in the Sky Posted December 31, 2013 Posted December 31, 2013  I'm having a problem...  The skin is somehow spiking away... Anyone had this issue yet?  And here is the character upon equiping the armor      What should I do to fix this? Thank you   Start a new project in Outfit Studio, load CBBE Advanced as a reference and select your BodySlide conversion NIF file (that's in BodySlide/ShapeData) as an outfit.  Then, delete the BaseShape_outfit body that came with your outfit.nif and duplicate the reference BaseShape body into the outfit shape list again.  Next, "File -> Export Current -> Export NIF". You'll have to open that up in NifSkope now and rename the body shape back to "BaseShape" so your sliders will work for that again in BodySlide. Replace the mesh that's in your ShapeData folder with this NIF.    It worked, thanks!  However... (there's always a "however" isn't there?)  Even though bodyslide preview-window shows that the armor is well fitting the character... when I put that in-game, it shows clipping issues.  How do I fix this?   Edit: To be more precise... the biggest issue is that the nipple-piercing is always inside the breast. Even though the preview-window shows it at the right place.
blabba Posted December 31, 2013 Posted December 31, 2013   I'm having a problem...  The skin is somehow spiking away... Anyone had this issue yet?  And here is the character upon equiping the armor      What should I do to fix this? Thank you   Start a new project in Outfit Studio, load CBBE Advanced as a reference and select your BodySlide conversion NIF file (that's in BodySlide/ShapeData) as an outfit.  Then, delete the BaseShape_outfit body that came with your outfit.nif and duplicate the reference BaseShape body into the outfit shape list again.  Next, "File -> Export Current -> Export NIF". You'll have to open that up in NifSkope now and rename the body shape back to "BaseShape" so your sliders will work for that again in BodySlide. Replace the mesh that's in your ShapeData folder with this NIF.    It worked, thanks!  However... (there's always a "however" isn't there?)  Even though bodyslide preview-window shows that the armor is well fitting the character... when I put that in-game, it shows clipping issues.  How do I fix this?   Edit: To be more precise... the biggest issue is that the nipple-piercing is always inside the breast. Even though the preview-window shows it at the right place.   Happens to me sometimes on more extreme morphs (e.g. slider past 100% or in negatives)  Dirty Fix: Load the created nifs (nifs created by using bodyslide, the ones in your meshes skyrim folder) into outfit studio and edit there and then export the nif back, do it for both _0 and _1.  Also, check your weight paintings if you use BBP/TBBP However, if you use HDT you'll be somewhat out of luck as you'll never be able to avoid clipping entirely.  Â
ousnius Posted December 31, 2013 Author Posted December 31, 2013 It worked, thanks! Â However... (there's always a "however" isn't there?) Â Even though bodyslide preview-window shows that the armor is well fitting the character... when I put that in-game, it shows clipping issues. Â How do I fix this? Â Edit: To be more precise... the biggest issue is that the nipple-piercing is always inside the breast. Even though the preview-window shows it at the right place. Â If you already used "Copy Bone Weights" for that shape, you'll have to select it, switch to the "Bones" tab and select one of the spine or breast bones. Then use the brush that has automatically been selected and paint the weighting a bit more into the yellow/orange/red area.
blabba Posted December 31, 2013 Posted December 31, 2013 Sorry to bug you again Cell, but I was wondering if there is any way to touch up weights without it auto-mirroring onto the other half? Say like if i just wanted to spot check a TBBP weight on the right side? Â Or does it not really matter if the Right side has some spots on the left side as long as it's not yellow/red?
ousnius Posted December 31, 2013 Author Posted December 31, 2013 Sorry to bug you again Cell, but I was wondering if there is any way to touch up weights without it auto-mirroring onto the other half? Say like if i just wanted to spot check a TBBP weight on the right side? Â Or does it not really matter if the Right side has some spots on the left side as long as it's not yellow/red? Â "Edit -> X Mirror" Or press the X key.
Lucy in the Sky Posted December 31, 2013 Posted December 31, 2013  Happens to me sometimes on more extreme morphs (e.g. slider past 100% or in negatives)  Dirty Fix: Load the created nifs (nifs created by using bodyslide, the ones in your meshes skyrim folder) into outfit studio and edit there and then export the nif back, do it for both _0 and _1.  Also, check your weight paintings if you use BBP/TBBP However, if you use HDT you'll be somewhat out of luck as you'll never be able to avoid clipping entirely.      I'm not using extreme morphs.  And when I load the nif on the bodyslide (both _0 and _1) the piercing appears in the right place...     If you already used "Copy Bone Weights" for that shape, you'll have to select it, switch to the "Bones" tab and select one of the spine or breast bones. Then use the brush that has automatically been selected and paint the weighting a bit more into the yellow/orange/red area.   I tried copying the bone weights to the piercing, it didn't work I also tried paitining all the way to red. (Even while red, it doesn't move an inch when I go from weight 0 to 100)     This is odd, back when I had the "spiky skin problem", the piercing was always in the right place.  Now that we've fixed the skin issue, the piercing moved to inside the breast.  So my guess is that Nifskope somehow messed up the location of the piercing.   Edit: When I was editing the armor I used "move vertices" on the piercing btw... maybe this is relevant info.
hryh23k9823u Posted December 31, 2013 Posted December 31, 2013 Two questions (and happy new year!)  1. Clipping with TBBP      (This is an exagerated picture using the 'famous' HDT idle animation, the clipping is normally less and varies to only the nipples to more skin shown according to the character movements. Also the butt tends to clip with the bounce movement.)  Im trying to convert Killer Keo's Clothes into PSB (breasts, butt and belly, however I'm actually using CB++ Body TBBP Bigbelly50 from the previous version, suggested by the authour of PSB if you wanna have BBP in both 0 and 1 weights). I think that is the cause of the clipping (no clipping or fixed clipping zones in OS preview), and I think I read somewhere that there's any option to hide faces from the body not actually being shown by the outfits, could be that the solution? Or I should give more 'size' with the brush in the conflicting areas? Any stuff needs to be done to the body in shape data in NifSkope? I'd like to know the more 'correct' solution to make this conversion the more 'clean' stuff possible.  Edit: Checking this video again, I realized that I can't preview the weights like he does and the 'mask vertices' tool wont show the darker areas when I paint the body. Can be because it is loading my body texture instead of the default caliente texture?  2. Groups!      (Wtf am I doing? I don't know.)  Cell mate, your step 12 in the tutorial is confusing. You see I wanna group all the conversions into a group called PSB Killer Keos Clothes (or something like that), by default the conversions are in 'Unassigned', and then all the 'Then, use the drop down menu from the outfit filter spyglass to save a new group. If you want to add it to an existing group, name the group the same as an existing one (capitalization matters).' no clue where I can find this stuff...  Herp! Thank you ^^ Â
ousnius Posted December 31, 2013 Author Posted December 31, 2013 I tried copying the bone weights to the piercing, it didn't work   I also tried paitining all the way to red. (Even while red, it doesn't move an inch when I go from weight 0 to 100)  This is odd, back when I had the "spiky skin problem", the piercing was always in the right place.  Now that we've fixed the skin issue, the piercing moved to inside the breast.  So my guess is that Nifskope somehow messed up the location of the piercing.  Edit: When I was editing the armor I used "move vertices" on the piercing btw... maybe this is relevant info.  I know for sure that NifSkope doesn't do anything else than what you tell it to do (rename shape and save). Move Vertices should be fine as long as it looks right in Outfit Studio.  When you were painting it red, did you select the correct bone(s)? There are multiple ones that affect the arm area.   Two questions (and happy new year!)  1. Clipping with TBBP  Im trying to convert Killer Keo's Clothes into PSB (breasts, butt and belly, however I'm actually using CB++ Body TBBP Bigbelly50 from the previous version, suggested by the authour of PSB if you wanna have BBP in both 0 and 1 weights). I think that is the cause of the clipping (no clipping or fixed clipping zones in OS preview), and I think I read somewhere that there's any option to hide faces from the body not actually being shown by the outfits, could be that the solution? Or I should give more 'size' with the brush in the conflicting areas? Any stuff needs to be done to the body in shape data in NifSkope? I'd like to know the more 'correct' solution to make this conversion the more 'clean' stuff possible.  Edit: Checking this video again, I realized that I can't preview the weights like he does and the 'mask vertices' tool wont show the darker areas when I paint the body. Can be because it is loading my body texture instead of the default caliente texture?  2. Groups!  Cell mate, your step 12 in the tutorial is confusing. You see I wanna group all the conversions into a group called PSB Killer Keos Clothes (or something like that), by default the conversions are in 'Unassigned', and then all the 'Then, use the drop down menu from the outfit filter spyglass to save a new group. If you want to add it to an existing group, name the group the same as an existing one (capitalization matters).' no clue where I can find this stuff...  You should probably improve the weighting of the breasts manually, like I explained in my recent replies above (Bones tab etc.). But well, seems like you have the same bug. Are you running on integrated laptop graphics + separate graphics card? https://code.google.com/p/bodyslide/issues/detail?id=85  There will be a UI group manager in one of the next versions.
hryh23k9823u Posted December 31, 2013 Posted December 31, 2013 Nope, my getto desktop with ati hd 4670Â -Â so I've been hitting my head against os and it result I was missing very important stuff, haha nice.
ousnius Posted December 31, 2013 Author Posted December 31, 2013 Nope, my getto desktop with ati hd 4670 Â Most of the previous users had this problem with Intel HD graphics. Are your graphics drivers updated?
hryh23k9823u Posted December 31, 2013 Posted December 31, 2013  Nope, my getto desktop with ati hd 4670  Most of the previous users had this problem with Intel HD graphics. Are your graphics drivers updated?   More or less, Im using some compatiblity version with windows 8.1 because the lastest official for this operative system are legacy and doesnt come with catalyst control center Dx  Gonna try some stuff around there, then  Edit and yeah now that its mentioned, darkened light aswell. I thought it is was related with the fact that I can't barely see the normals in OS - in fact I dont think I can see the normals at all o.o  -Lastest drivers didnt work~
h38fh2mf Posted December 31, 2013 Posted December 31, 2013 Are there any plans to publish source code? You have google code page but only tickets are there.
hryh23k9823u Posted December 31, 2013 Posted December 31, 2013 Well seems that the issue is something more than 'invisible weights', since it wont show the black mask vertice paint nor the normals. I think I'll play something else these first days of the year until you guys come with a fix... Uhm. I may try Oblivion finally :3
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