ousnius Posted July 21, 2014 Author Posted July 21, 2014 So I'm having an issue with weights. Any ideas or help? Thanks. Try my PM.
Lendova Posted July 27, 2014 Posted July 27, 2014 Thank you for the awsome guides for the Outfit Studio! I just fixed a few cliping issue easily under a few minutes with it.
AwfulArchdemon Posted July 31, 2014 Posted July 31, 2014 Sup cell. How do I add TBD-E as a preset? I wanna make conversions galore.
ousnius Posted August 1, 2014 Author Posted August 1, 2014 Sup cell. How do I add TBD-E as a preset? I wanna make conversions galore. You mean as a conversion reference for Outfit Studio? That process still requires a 3D modelling program like Blender or 3ds max, unfortunately. Here's a little, compressed guide: http://forums.nexusmods.com/index.php?showtopic=1796635 EDIT: You can also try creating a body using the sliders in Outfit Studio with CBBE Advanced loaded that looks close to TBD-E in terms of shape. Then use "File -> Make Conversion Reference" and save the project. You can now use that project as a reference in Outfit Studio to make TBD -> CBBE conversions. Make a new project, load the slider BSD file that was created when you saved the project above from its ShapeData folder. Click the edit button of the slider and "Slider -> Negate" it. Save the project. This is your CBBE -> TBD conversion reference. I updated the guide for a correct explanation of the 2nd method.
AwfulArchdemon Posted August 1, 2014 Posted August 1, 2014 How very specific and convenient. Thank you. I have 3DS Max '14, so no worries there. I haven't done a damn thing for Skyrim with it yet though. I'm still learning it in 3D modeling class. I should be okay. If I find a snag, I'll post about it on the other thread (site).
ousnius Posted August 1, 2014 Author Posted August 1, 2014 How very specific and convenient. Thank you. I have 3DS Max '14, so no worries there. I haven't done a damn thing for Skyrim with it yet though. I'm still learning it in 3D modeling class. I should be okay. If I find a snag, I'll post about it on the other thread (site). I updated the guide for a correct explanation of the 2nd method.
AwfulArchdemon Posted August 1, 2014 Posted August 1, 2014 I'd probably rather use the "Accurate Way". I'd have to make the body myself in the convenient way, right?
ousnius Posted August 1, 2014 Author Posted August 1, 2014 I'd probably rather use the "Accurate Way". I'd have to make the body myself in the convenient way, right? Yup, you would have to play with sliders until it roughly fits right.
AwfulArchdemon Posted August 1, 2014 Posted August 1, 2014 Gotcha. Thanks for all your help. I'll take it from here. If I do it right, you'll suddenly see a thread pop up called "TBD-E Armor conversions". If I fail terribly, you won't. Later, ousnius.
ousnius Posted August 16, 2014 Author Posted August 16, 2014 CBBE v3.3 and BodySlide & Outfit Studio v2.1 are uploaded! ------------------------------------------------------------------------------- CHANGELOG CBBE v3.3: Version 3.3 is an update brought to you by Jeir, ousnius and ChronoTrigger77. It includes quite a lot of small but necessary changes to CBBE, BodySlide and the mod's installer. Before installing, read through the list below so you know what to expect! CBBE: * Minor mesh weighting fixes (by ChronoTrigger77) * Slightly adjusted the default proportions of Curvy for a bit more realistic look with gravity * You should try BodySlide if you don't like the new slightly altered proportions - the presets of them are included * Completely removed all offsets off all .nif files - mostly important to modders (by ChronoTrigger77) BodySlide: * The main CBBE archive now includes BodySlide v2.1 instead of v1.4 as an installer option to keep everything somewhat consistent Mod Installer (FOMod): * All new mod installer (FOMod) that replaces the old custom installer method * Fixed multiple incorrect paths/file names * Now works with all mod managers, without error message boxes CHANGELOG BS&OS v2.1: * added and made the XPMS Extended (XPMSE 2) skeleton the default reference * renamed "CBBE Advanced" to "CBBE Body", the main group is still called "CBAdvanced" for compatibility reasons * added new "CBBE Body HDT" by ChronoTrigger77 to BodySlide (breast, butt and belly weights, previously "CT77 Body") * added new "CBBE Feet" set by ChronoTrigger77 to BodySlide * added new "NippleAreola" slider to all CBBE body sets * improved slider quality for included undies sets (done by ChronoTrigger77) * minor fixes and weight adjustments for all included meshes (done by ChronoTrigger77) * fixed bones from previous outfit carrying over to the others * added numeric value display to OS, showing the weight factor of the current vertex to the current bone * added a warning about unweighted vertices to the export/save that puts those under a mask automatically * fixed a crash when loading a reference shape that didn't have a BSLightingShaderProperty * it is now possible to create new sliders with spaces in their names in Outfit Studio * fixed crash when using "Move Shape" in an empty project * fixed some internal name assignments for slider sets and groups in BodySlide * fixed slider sets not assigned to any group being hidden in the BodySlide outfit list * changed unused check box in OS into a check/uncheck all sliders feature (for conforming) * added slider range setting to Config.xml for BodySlide UI (SliderMinimum and SliderMaximum) * fixed empty reference shape when loading a project that only had one shape in it * fixed some focus problems with the BodySlide frame and scrolling slider view * slider names in BodySlide now scale dynamically and are centered * added non-virtual "Scale Shape" feature (actually modifies the vertices) * added "Clean" and "Batch Clean" features that remove target files and can be used by holding down the ALT key * fixed not being able to delete some shapes that didn't have a (normal) shader * fixed various issues with special characters in file names * fixed crash for templates that don't have a shape called "BaseShape" * fixed crash for zap sliders in single-weighted slider sets (GenWeights=false) * disabled "Smooth Seam Normals" by default for all outfit shapes (enabled for bodies) * fixed some incorrect values when saving presets * fixed opening slider properties causing loss of slider data * fixed math of Outfit Studio frame position values stored in Config.xml * fixed brush settings getting outside of their minimum and maximum values * fixed weight brush being selectable outside of weight edit mode * renamed move/offset/scale features for less confusing names (non-virtual and virtual edits) * added live preview for Move Shape and Scale Shape dialogs (non-virtual and virtual) * fixed weighting colors/masks not showing up and darkened textures for some GPU (shader syntax error) * fixed "Do you want to apply your changes?" dialog causing other shapes to be reset * added "Rotate Shape" feature to Outfit Studio * added check box "Keep other shapes" to "Load Outfit" dialog, making mashups possible * added "select all" and "select none" to the batch build dialog * added double-sided rendering when enabled in shader (brushes not working with it yet) * made it possible to remove masks by holding the ALT key and add masks in weight edit mode * weight painting now honors the current mask, and so does copying bone weights * fixed one of the issues causing black spots for shapes with two faces in an opposite direction * changed OS mouse controls: LMB = paint, MMB/Shift+RMB = pan, RMB = rotate * added Config.xml option to enable LMB panning mouse controls again for OS * fixed duplicating a shape resetting changes (vertices, weights, texture settings) * integrated conversion references and fixes that were previously uploaded separately (7B, CHSBHC, ADEC, CBPE) * added "Group Aliases" to the Config.xml, allowing a merge of several preset groups into one for compatibility * made CB++ presets compatible with CBAdvanced outfits and the other way around using group aliases * made "Save Project" become available after a slider set was loaded * fixed "Save Project" breaking slider set files (.nif file name) * changed default values of sliders made using "New Zap Slider" to 100% for low and high * fixed crash when importing .obj files without UV's into OS (UV's are important) * fixed "Save Project" dialog not getting filled with current project information * fixed crash when saving shapes that don't have BSDismemberSkinInstance nodes CHANGELOG BS&OS v2.1a: * reverted "Smooth Seam Normals" selection back to the way it worked in 2.0.0.10 * fixed offset of "CBBE Body TBBP" * removed auto-fill from "Save Project As" dialog, but improved default value filling * fixed that you could save projects without a valid reference shape loaded * renamed default names and UI items for making new zaps (removed the "slider" because it's not a slider in BS)
Arcturus7777 Posted September 2, 2014 Posted September 2, 2014 I was wondering if someone could make a reference for unpb to un7b. I am not understanding the guides clearly. I want to update a bunch of armory, and the unpb look better than the sevenbase ones.
Saeros Posted September 4, 2014 Posted September 4, 2014 sorry for asking a trivial thing (is noob time!), but I don't understand what should I do. I added to original project (my milk harness CBBE-HDT), two object -tanker -tanker2 I made all the modifications (make reference, conform all sliders, copy bone weights, etc).. but when I go to save (or export a .nif) bodyslide gives me this error and points attention to the areas in black. what should I do? I tried to use Mask Vertices brush to mark the tanker (in black) but nothing changes ..certainly I'm doing the wrong thing suggestions?
ousnius Posted September 5, 2014 Author Posted September 5, 2014 sorry for asking a trivial thing (is noob time!), but I don't understand what should I do. I added to original project (my milk harness CBBE-HDT), two object -tanker -tanker2 I made all the modifications (make reference, conform all sliders, copy bone weights, etc).. but when I go to save (or export a .nif) bodyslide gives me this error and points attention to the areas in black. what should I do? I tried to use Mask Vertices brush to mark the tanker (in black) but nothing changes ..certainly I'm doing the wrong thing suggestions? It says what to do in the dialog, you must have misread some things. This happens when OS copies weights and some parts of outfit shapes are too far away from the reference body shape. When it shows the dialog, hit "No" and "Brush -> Invert Mask". Then, switch to the Bones tab and paint weights on the now unmasked parts of the shape. for a bone it makes sense for. This is more of an artistic decision and I can't tell you which bone(s) would be the correct one(s), but what you have to do is give all UNMASKED vertices SOME weights for AT LEAST ONE bone.
Saeros Posted September 5, 2014 Posted September 5, 2014 oooooh! thanks for reply! I think I'm going to read more BodySlide documentation (for dummy) S.
bigglebojiggle Posted September 14, 2014 Posted September 14, 2014 So why is it when I use Bodyslide my mesh gets messed up with Sevenbase if I choose any other convertion option than normal to b-cup? It just ends up super distorted, it actually won't work in Bodyslide either
ousnius Posted September 14, 2014 Author Posted September 14, 2014 So why is it when I use Bodyslide my mesh gets messed up with Sevenbase if I choose any other convertion option than normal to b-cup? It just ends up super distorted, it actually won't work in Bodyslide either That works for me. Are you using BodySlide v2.1a?
bigglebojiggle Posted September 15, 2014 Posted September 15, 2014 So why is it when I use Bodyslide my mesh gets messed up with Sevenbase if I choose any other convertion option than normal to b-cup? It just ends up super distorted, it actually won't work in Bodyslide either That works for me. Are you using BodySlide v2.1a? I just downloaded the newest version from here. I've used it before but never had this issue, but I did have an issue with my PC crashing and I've had to reset everything Edit* just figured it out, apparently it was set to run as administrator and that was causing it to not work, it seems to be working correctly now
fenrir19 Posted September 15, 2014 Posted September 15, 2014 plss someone convert manga body for one of the preset for bodyslide
HASMat Posted September 17, 2014 Posted September 17, 2014 Hello Cell and devs of Bodyslide 2.0 this is officially my first post ever! I think your guys program is great, i certainly can't say i have the programming skill or modeling skills to be able to create such a tool(yet...hehe). I'm not one to frequent forums/discussion boards....but as i have been trying to figure this problem out for about 2 weeks(everyday working on this)....i think it warrants a post. I believe after thorough testing that i have finally found the source...i have a mesh offset when using different skeletons in your program. I was custom designing a body that previously worked along with the same skeleton. The neck and hand meshes line up and everything in both bodyslide and nifskope even after being exported from your program. When in game there is a very clear "2 to 3 inch" gap at the hand and neck meshes. The feet mesh is left practically unchanged for some unknown reason.... After testing invidual meshes, changing skeletons within skyrim and trying to check reference points within nifskope for offsets(i even pasted in all hand/head/feet meshes to check)....i believe it is a scaling issue within Bodyslide. Its as it the body itself shifts up slightly(unnoticeable) and becomes 2-3 inches shorter across the whole body in-game. The skeleton still works and my game does not CTD...i'm using a project flesh skeleton, it is based off of the XMPSE skeleton. I don't want to have to change skeletons over this issue because i have very carefully edited the HDT and NPC weights to be as realistic movement as possible. If i switch to the XMPSE skeleton or the one provided by your program the issue is nulified and my custom body no longer has a meshing issue after being exported, although i will lose all associated HDT and NPC bones(some 400 extra nodes) and weights for switching. I have combined multiple body types in this project. The ultimate goal of this project is to have super-realistic flesh movement(a small thing that is commonly not found in video games today, but is the huge red-line between VG and reality). I was hoping there was a simpler fix...but alas i have not found one. Can you help? I will include my associated custom body, textures, and the skeleton in question. The issue has been left generated in the files, but i don't know how to get Bodyslide to stop changing the scale of the reference skeleton. I just want the neck and hand seams to line up like they did before i started morphing the original mesh =(. Thanks! p.s. the skeleton i am using is under Meshes\actors\character\character assets female *it should still be the same skeleton from Blabbla's project flesh...i don't think he has updated it i imagine the body mesh does not matter, switching the reference skeleton within bodyslide....the offset will be plenty noticeable (disregard leg seam, i have not finished working normal map and associated texture files)7B-O Customv2.rar
ousnius Posted September 18, 2014 Author Posted September 18, 2014 Hello Cell and devs of Bodyslide 2.0 this is officially my first post ever! I think your guys program is great, i certainly can't say i have the programming skill or modeling skills to be able to create such a tool(yet...hehe). I'm not one to frequent forums/discussion boards....but as i have been trying to figure this problem out for about 2 weeks(everyday working on this)....i think it warrants a post. I believe after thorough testing that i have finally found the source...i have a mesh offset when using different skeletons in your program. I was custom designing a body that previously worked along with the same skeleton. The neck and hand meshes line up and everything in both bodyslide and nifskope even after being exported from your program. When in game there is a very clear "2 to 3 inch" gap at the hand and neck meshes. The feet mesh is left practically unchanged for some unknown reason.... After testing invidual meshes, changing skeletons within skyrim and trying to check reference points within nifskope for offsets(i even pasted in all hand/head/feet meshes to check)....i believe it is a scaling issue within Bodyslide. Its as it the body itself shifts up slightly(unnoticeable) and becomes 2-3 inches shorter across the whole body in-game. The skeleton still works and my game does not CTD...i'm using a project flesh skeleton, it is based off of the XMPSE skeleton. I don't want to have to change skeletons over this issue because i have very carefully edited the HDT and NPC weights to be as realistic movement as possible. If i switch to the XMPSE skeleton or the one provided by your program the issue is nulified and my custom body no longer has a meshing issue after being exported, although i will lose all associated HDT and NPC bones(some 400 extra nodes) and weights for switching. I have combined multiple body types in this project. The ultimate goal of this project is to have super-realistic flesh movement(a small thing that is commonly not found in video games today, but is the huge red-line between VG and reality). I was hoping there was a simpler fix...but alas i have not found one. Can you help? I will include my associated custom body, textures, and the skeleton in question. The issue has been left generated in the files, but i don't know how to get Bodyslide to stop changing the scale of the reference skeleton. I just want the neck and hand seams to line up like they did before i started morphing the original mesh =(. Thanks! p.s. the skeleton i am using is under Meshes\actors\character\character assets female *it should still be the same skeleton from Blabbla's project flesh...i don't think he has updated it i imagine the body mesh does not matter, switching the reference skeleton within bodyslide....the offset will be plenty noticeable (disregard leg seam, i have not finished working normal map and associated texture files)7B-O Customv2.rar Well, you're saying it's fixed when using XPMSE. So, since the recent versions of it are the best skeletons for HDT anyway, you should update to XPMSE 2.06. The Project Flesh mod thread talks about these offset issues, the mod isn't really supported anymore by blabba (that was the last I knew). If you were using the body from that, there is your problem. You'll have to try another one like "CBBE Body HDT" instead from BS v2.1a.
HASMat Posted September 20, 2014 Posted September 20, 2014 Hello Cell and devs of Bodyslide 2.0 this is officially my first post ever! I think your guys program is great, i certainly can't say i have the programming skill or modeling skills to be able to create such a tool(yet...hehe). I'm not one to frequent forums/discussion boards....but as i have been trying to figure this problem out for about 2 weeks(everyday working on this)....i think it warrants a post. I believe after thorough testing that i have finally found the source...i have a mesh offset when using different skeletons in your program. I was custom designing a body that previously worked along with the same skeleton. The neck and hand meshes line up and everything in both bodyslide and nifskope even after being exported from your program. When in game there is a very clear "2 to 3 inch" gap at the hand and neck meshes. The feet mesh is left practically unchanged for some unknown reason.... After testing invidual meshes, changing skeletons within skyrim and trying to check reference points within nifskope for offsets(i even pasted in all hand/head/feet meshes to check)....i believe it is a scaling issue within Bodyslide. Its as it the body itself shifts up slightly(unnoticeable) and becomes 2-3 inches shorter across the whole body in-game. The skeleton still works and my game does not CTD...i'm using a project flesh skeleton, it is based off of the XMPSE skeleton. I don't want to have to change skeletons over this issue because i have very carefully edited the HDT and NPC weights to be as realistic movement as possible. If i switch to the XMPSE skeleton or the one provided by your program the issue is nulified and my custom body no longer has a meshing issue after being exported, although i will lose all associated HDT and NPC bones(some 400 extra nodes) and weights for switching. I have combined multiple body types in this project. The ultimate goal of this project is to have super-realistic flesh movement(a small thing that is commonly not found in video games today, but is the huge red-line between VG and reality). I was hoping there was a simpler fix...but alas i have not found one. Can you help? I will include my associated custom body, textures, and the skeleton in question. The issue has been left generated in the files, but i don't know how to get Bodyslide to stop changing the scale of the reference skeleton. I just want the neck and hand seams to line up like they did before i started morphing the original mesh =(. Thanks! p.s. the skeleton i am using is under Meshes\actors\character\character assets female *it should still be the same skeleton from Blabbla's project flesh...i don't think he has updated it i imagine the body mesh does not matter, switching the reference skeleton within bodyslide....the offset will be plenty noticeable (disregard leg seam, i have not finished working normal map and associated texture files) 7B-O Customv2.rar Well, you're saying it's fixed when using XPMSE. So, since the recent versions of it are the best skeletons for HDT anyway, you should update to XPMSE 2.06. The Project Flesh mod thread talks about these offset issues, the mod isn't really supported anymore by blabba (that was the last I knew). If you were using the body from that, there is your problem. You'll have to try another one like "CBBE Body HDT" instead from BS v2.1a. I have a specific set of textures that i am using for my body...spent quite a bit of time reworking them to fit the mesh along with "adding more surface area to the mesh." I don't mind doing a 3rd version/attempt, but if i "add more surface area" to the CBBE Body HDT mesh won't that break the associated sliders in OS? Also i lose the bones that make the legs jiggle properly. I was hoping to add collision as well so that thighs interact and hand+boobs move properly, shoulders and legs jiggle with sword swings, etc...natural hair movements all that realistic shit.
ousnius Posted October 29, 2014 Author Posted October 29, 2014 New stuff from today and the past weeks. http://www.nexusmods.com/skyrim/mods/49015/ Version 2.1b: * Outfit Studio: updated the XPMS Extended reference skeleton to version 2.11 * Outfit Studio: black spots issue - implemented fix for more precise tangent spaces calculation Version 2.1c: * Outfit Studio: updated the XPMS Extended reference skeleton to version 2.13 Version 2.2: * added basic texture alpha rendering for meshes * fixed OpenGL panel of Outfit Studio getting focused even though the BodySlide frame is active * fixed trying to render meshes without at least one triangle * BodySlide: added slider categories UI for CBBE, customizable under "BodySlide\SliderCategories" * BodySlide: fixed shapes without at least one triangle not getting deleted on build * Outfit Studio: fixed crash when using "Copy Selected Weights" while a reference shape is selected * Outfit Studio: fixed unweight and unmask brushes not using the strength settings of the weight/mask brushes * Outfit Studio: updated the XPMS Extended reference skeleton to version 2.14 (same as 2.13)
ousnius Posted October 30, 2014 Author Posted October 30, 2014 Version 2.2a: * BodySlide: fixed low preview not updating properly Version 2.2b: * Outfit Studio: fixed brushes not always rendering properly* BodySlide: fixed crashes with certain slider sets (e.g. CBBE Feet)
Guest Posted November 18, 2014 Posted November 18, 2014 hey sorry i think I found a bug. It's a bug when if you convert the armor to all slides by pressing "conform all" in outfit studio then armor gets a bit wider/bigger. for example for your first armor is's fine, the hips align perfectly with you PC's body. then if you go back to the "edited" version of that armor to change something (like clipping for example) and you press "conform all" to make your armor conform to the sliders then it gets a bit wider and bigger. so if you keep going back to the nif file to fix some things then the armor will eventually become too big and noticeable and you can't fix it with your bodyslide2's slides. i.e nothing is wrong with bodyslide's slides. version 1: perfect alings with Pc's body well edit version 1 to make version 2, click slides > "conform all": armor becomes bigger. armor is bigger then pc's body. edit version 2 to make version 3, click slides > "conform all": armor becomes more bigger. armor is more bigger then pc's body. repeat I am using bodyslide 2.2b
ousnius Posted November 18, 2014 Author Posted November 18, 2014 hey sorry i think I found a bug. It's a bug when if you convert the armor to all slides by pressing "conform all" in outfit studio then armor gets a bit wider/bigger. for example for your first armor is's fine, the hips align perfectly with you PC's body. then if you go back to the "edited" version of that armor to change something (like clipping for example) and you press "conform all" to make your armor conform to the sliders then it gets a bit wider and bigger. so if you keep going back to the nif file to fix some things then the armor will eventually become too big and noticeable and you can't fix it with your bodyslide2's slides. i.e nothing is wrong with bodyslide's slides. version 1: perfect alings with Pc's body well edit version 1 to make version 2, click slides > "conform all": armor becomes bigger. armor is bigger then pc's body. edit version 2 to make version 3, click slides > "conform all": armor becomes more bigger. armor is more bigger then pc's body. repeat I am using bodyslide 2.2b With "going back to the edited version", do you mean using "File -> Load Project" in Outfit Studio? When loading a project, there will be two bodies in the shape lists to the right. You have to delete the lower one, most of the time called "BaseShape_outfit", each time you load a project.
Recommended Posts
Archived
This topic is now archived and is closed to further replies.