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Mesh Rigger (Skyrim, Fallout, Oblivion) Beta.89.f (10-26-2014)


gerra6

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Posted

 

Greetings.-snip

Heya Loukiana. 

 

I'm sorry, I should've mentioned this was a beta weight painting from a still new mesh here, they were adapted for a specific version of XPMS skeleton so it's understandable that you'd get a CTD if you tried it without the files. Here they are attachicon.gifSkeletonz.rar

 

I really thank you for helping me, you wouldn't believe the amount of time I've spent in the past to get TBBP on this specific armor mesh, it's just ridiculous ! 

 

Hi there.

 

"Loukiana" ... huummm , appreciate ...;°)

 

Thank you , if i still get a CTD with these files , i 'll try to install all the North Girl mod.

My Skyrim crash ( when i try to wear it/them ) not only with your mesh but with all meshes using a "Belly" Bone/NiNode.

I've tried ( with a CTD ..) with some meshes from this mod :

 

http://www.loverslab.com/files/file/332-pregnant-weighted-tbbp-armor/

 

I will test it once again this night .

 

Cheers.

 

Edit : ok , no more CTD with these files ! i've tried with one body from the link i posted ( the forsworm_0 & _1) ...but i cannot move any dead bodies ...that's not important because it's not the purpose of your request ... cool , now i 'll see if your mesh is really "invisible"  ... ;°)   coming soon ...

 

Done !  ...Not visible, "Invisible" , what are you talking about ... your mesh is there  and visible of course. I don't know if there is or not a TBBP effect ( because i don't have a TBBP animation ...) but your mesh works.

 

Well i just drag & drop ( copy Branch ---> paste Branch) this mesh to the Nif of the Forsworm mentioned above ... i also assign the forsworm texture ( witout doing any UV "tweak ") to your mesh .

 

So now , open one these nifs ( _0 or _1) , assign the right path for your texture ( that one wasn't a clean path) , and copy Branch and paste Branch to where you want ... ( of course this is the same mesh '_1" in the two nif files).

 

And if your mesh is still "invisible" in your game , check the bipped slot used by the nif to where to want add this mesh ... Compris ?  

 

Now i will take a look at these Skeletons , i need to find why i cannot move a dead body with them. There is also a 't Bakside weapon  ( for a Blade or Axe) i don't like ...

 

Cheers ... and please , tell us if there is or not a TBBP effect in your mesh.

 

PS : don't forget to assign the right name too , i used "Schoolgirlmicro" because i can easily forge that model ! So no need to use the CK to make a quick test like this .So ckeck with the CK if the path, name and bipped slot are correct.

 

PPS : a question please : from where come these "Skeleton" files ? i need to know exactly what i use , it's important for my tests . There is a lot of different Skeletons ( with a lot off "issues" too ...) so it's better to know what we use .

 

Zut ! ... with these Skeletons there is no more BBP effects even with my other outfits ... i need other animations writted to this Skeleton model !

schlgrlmicro_0.nif

schlgrlmicro_1.nif

Posted

Think there would be OBJ support for selecting meshes?

That's a tricky question to answer. Right now, my stand-alone tools are pyffi dependent. That means that I can fairly easily and quickly add support to my tools for any file types that are adequately supported by pyffi.

 

So, nif, kf, kfm, tri, egm, etc are all types that I can potentially support with my existing tool framework without too much additional effort.

 

Obj is not supported by Pyffi. Now, that doesn't mean that I couldn't add obj support to my tools, just that I would need to either identify and familiarize myself with a good obj file parser, or actually write an obj parser myself.

 

The truth is, I've been thinking about adding obj support for awhile. It's on my roadmap, somewhere. Once I get over mycurrent coding burn-out phase, I'll look into adding it.

 

*However* a few other features have priority.

 

1. GUI-less command-line access to my tools. This will allow external programs to call my tool framework to automatically rig meshes in a folder, update/repair animations, etc.

 

2. UV Map Conversion. This will allow my tools to automatically convert between different UV map standards. I had just started working on this when the burn-out fully kicked in and sapped my creativity. The fact that it's been a beautiful spring/summer up here in Alaska is not helping. (yeah...if you were wondering why most of my tools get made in the Fall/Winter...now you know)

Posted

Hi there.

 

 

"Loukiana" ... huummm , appreciate ...;°)

 

Thank you , if i still get a CTD with these files , i 'll try to install all the North Girl mod.

My Skyrim crash ( when i try to wear it/them ) not only with your mesh but with all meshes using a "Belly" Bone/NiNode.

I've tried ( with a CTD ..) with some meshes from this mod :

 

http://www.loverslab.com/files/file/332-pregnant-weighted-tbbp-armor/

 

I will test it once again this night .

 

Cheers.

 

Edit : ok , no more CTD with these files ! i've tried with one body from the link i posted ( the forsworm_0 & _1) ...but i cannot move any dead bodies ...that's not important because it's not the purpose of your request ... cool , now i 'll see if your mesh is really "invisible"  ... ;°)   coming soon ...

 

Done !  ...Not visible, "Invisible" , what are you talking about ... your mesh is there  and visible of course. I don't know if there is or not a TBBP effect ( because i don't have a TBBP animation ...) but your mesh works.

 

Well i just drag & drop ( copy Branch ---> paste Branch) this mesh to the Nif of the Forsworm mentioned above ... i also assign the forsworm texture ( witout doing any UV "tweak ") to your mesh .

 

So now , open one these nifs ( _0 or _1) , assign the right path for your texture ( that one wasn't a clean path) , and copy Branch and paste Branch to where you want ... ( of course this is the same mesh '_1" in the two nif files).

 

And if your mesh is still "invisible" in your game , check the bipped slot used by the nif to where to want add this mesh ... Compris ?  

 

Now i will take a look at these Skeletons , i need to find why i cannot move a dead body with them. There is also a 't Bakside weapon  ( for a Blade or Axe) i don't like ...

 

Cheers ... and please , tell us if there is or not a TBBP effect in your mesh.

 

PS : don't forget to assign the right name too , i used "Schoolgirlmicro" because i can easily forge that model ! So no need to use the CK to make a quick test like this .So ckeck with the CK if the path, name and bipped slot are correct.

 

PPS : a question please : from where come these "Skeleton" files ? i need to know exactly what i use , it's important for my tests . There is a lot of different Skeletons ( with a lot off "issues" too ...) so it's better to know what we use .

 

Zut ! ... with these Skeletons there is no more BBP effects even with my other outfits ... i need other animations writted to this Skeleton model !

 

 

Yep, the mesh is still invisible, I checked and no issue with the biped slot (it is the same biped as the rigid mesh that comes with the mod, the Mesh Rigger didn't touch any of the biped slots). I edited my skeletons a bit, the ones I sent to you, so they may be the cause of the CTD even though they work fine on my Skyrim (No CTD so far with them). Oh and you can't move bodies because you don't have the mod "Ragdolls and Force", to make things short the Xpms skeleton has an issue with the vanilla ragdolls so a mod was made to be able to move corpses and stuff since with the new skeleton they all seemed to suddenly weight a ton. 

 

The back nodes on the skeleton come from Dual Sheath Redux, another reason why you may CTD if you have nodes without the mod that uses them. The skeleton_hkx is also specially made for HDT system, so that's another problem  :lol: 

 

I think I'll need to learn some 3DSmax to finally add tbbp on this mesh, it's somehow unbelievably difficult to convert it ... 

Posted

Hi there.

 

I don't use HDT system.

 

So no more CTD with your 4 files...

 

Now try my meshes as a "replacer" an of cause rename them correctly first.

 

If you don't see your "mesh" , so thereis a problem xith your mod, not with your mesh ... Send us your textures for this mesh if you want , and i will take a screen shot from the game  ... or i will assign another texture to your mesh to make it "fully" visible ( because there is a transaprency in the Forsworm texture) ans i will take some screnshot from the game .

 

As i said , i took the first one mesh  with a "Belly" i found and simply add your mesh to that nif ... without problem .

Try with your system : open the Forsworm folder , backup the two Forswormarmorf ( _0 & _1) and copy/paste your mesh ( from one of  my nif ) to them : don't froget "Copy Branch --> paste Branch" to the very first Ninode ( usually it is the "Scene Root " ).

 

Assign the right path to the texture and you will see your mesh in game ... the texture path from your mesh " trousers_1"  are not "clean" :

 

d:\program files (x86)\steam\steamapps\common\skyrim\data\textures\northgirl\northtrousers.dds

d:\program files (x86)\steam\steamapps\common\skyrim\data\textures\northgirl\northtrousers_n.dds

 

this must be : textures\northgirl\northtrousers.dds

                      textures\northgirl\northtrousers_n.dds

... that's a clean path .

 

Well i don't have this "Northgirl" mod , so that's why i simply replace the texture path from the one of the Forsworm folder.

 

Don't worry for the Skeleton, it was just needed to test your mesh , i will not use it , mine works well with all my animations .

 

Cheers.

 

So this is how your mesh looks ( without the "gauntlets" and the "Heels) ... of course there is some transparency because of the forsworm texture not "UVeted !)

 

PS : some other screeshots with your mesh. For these , i add your mesh to a "nude" CBBEv?? + the Belly node, + the L & R Butt ... don't forgett when you copy/paste ( Branch) with NifSkope to keep the same name  ! With Oblivion there is no problem, but with Skyrim's meshes most of the time you need to rename ( via the "details bloc windows " ---> Edit strings index ...) them.

It's important , very important with NiNodes/Bones.

 

Here, i add the "Atronach texture " , of course the CBBEV??  used don't match your mesh , but i don't have your body model. 

 

There are pictures with boots ( from DOOM mod) and without , and even with the HighHeelsBoots  model ( from doom) , your mesh is still visible. The last is with some parts of the Forsworm equipment ( Gauntlets, Boots and "Helm" ) .

 

So as i already said , the problem is not in your mesh, but in your esp or in the model to where you want to add this mesh.

 

Good night.

 

NB : ..and the body texture is the "Leito texture for his body" , UNP based, so it's not correct on a CBBExx Mesh.

 

PPS :   i found i don't need the Hkx files, with or without them, no more CTD ... i also remove ste Skeleton from the Character Assets folder ( there is no more Skeleton or Skeleton Hkx in this folder , but now i can move the Male dead bodies , and the male characters do use a backside weapon anymore... that's  two good points .

 

The only one needed is the Skeleton_female.nif  in the Character assets female folder . No need the Hkx , but i still cannot move a female dead body... and unfortunatly , there is no more "boucing effect" ( BBP) active with this Skeleton.

 

So i will just keep these files for futur tests with the "Belly" NiNode/Bone .

 

I already used by the past a "Ragdoll" Skeleton ( with XP32 Skeleton) but there was some issues with some body types ( ADEC i think ...)  and sometime the "ass/butt"  or the Breasts  look very "Strange" , so i remove these files.

 

PPPS : ... i found this mod and i suppose your mesh came from it... so i will create my own esp to test all these meshes. ( i only use my own esp  to not ruin my other mods ...)

 

http://www.nexusmods.com/skyrim/mods/38053

 

post-239275-0-65375400-1402523040_thumb.jpg

post-239275-0-13749200-1402536568_thumb.jpg

post-239275-0-20132400-1402536578_thumb.jpg

post-239275-0-64204800-1402536586_thumb.jpg

post-239275-0-55264000-1402536595_thumb.jpg

Posted

Hi there.

 

@ Redflyingmonkey

 

Ce n'est pas ton "nif" , il y a un  " defaut "  dans la version 7Base ... !

 

Well , i "ve downloaded two versions of that "NorthGirl" :

 

http://www.nexusmods.com/skyrim/mods/46460

 

= Northgirl Armor - 7B SeveNBase BBP Conversion by Shockero ...

and :

 

http://www.nexusmods.com/skyrim/mods/38053

 

 = Northgirl Armor UNP and the Retexture from clethcleth and Gamwich by anka01

 

 

 Tested with the 7Base meshes  ( Chainmail version) : added all body parts to one nif except  the mesh "br11stch_0.nif"  ...

 

In game the only thing visible is the "pull-over" ( i suppose it is the 'Knit' in english ), nothing else !

First , i've corrected all the texture paths to "texture\northgirl\chaimail\something .dds" ( for the chaimail version of course...)

 

If you check with NifSkope the slot used, your mesh use the slot 32 ( the "Pull-Over/Knit"  too) , but the one from the 7Base use the slot " SBP_49_MOD_PELVIS_PRIMARY " ... so something is wrong here ( = wrong without an esp made to this slot ) .

 

I cannot check anymore that file today ., but tommorrow , yes.

 

Here the meshes from the 7 Base "assembled " , you can compare by yourself .

I didn't use any esp , but only this nif as a replacer for another outfit already in my saved game inventory.

 

There is a mystake with the other body parts used at the same time.

 

 Cheers.

 

PS : well here a picture with that mesh ( Trouser_0.nif) renamed ( with NifSkope ) to use the slot 32 ... now it is visible ( this is the mesh from the 7Base version, not yours ...) but other pieces of clothe are still invisible, and keep in mind  that i don't use any esp from this mod , so ...

 

Tomorrow i 'll create my own esp ,to see how i can use the other parts of this outfit . One thing is sure you cannot use all them at the same time.

 

PPS : if you need to rename the slot used by a mesh with NifSkope, just click on the "DismenberSkinInstance" ( under the NitriShape or NitriStrip) and go to the "Detail bloc"  ---> +Partitions---> Partitions---> Body Part : here double-clic and rename it  ( or you can simply "drag & drop"  (copy /paste) with your mouse from a correct named model ) .

 

 PPPS: try this one ! this is your mesh with the biped slot renamed as the one from the 7Base , if the esp is correct ( and i suppose it is ) your mesh will appear ... sinon , et je donne " ma langue au chat !"

 

Et désolée pour mon anglais, mais je suis fatiguée après cette nuit blanche !

 

Edit 22:07 ( 12-06 (=-june) -2014 ) : fine i just found a link ... it will  describe better the procedure than my description ... now i kwow that the window " Detail bloc " is called " Block Details Window " in english ... ;°) ... wouaw my english level increase by +1 !!!

 

http://forums.nexusmods.com/index.php?/topic/576983-tutorial-assign-meshes-to-new-body-parts/

 

0myNorthGirl-UL_0.nif

post-239275-0-51126900-1402560968_thumb.jpg

your mesh with slot renamed trousers_1.nif

Posted

 

 

By the way , i found it's possible to move some vertices ( and yes,  only one too and not the "whole" mesh ...) just with NifSkope, but it's not easy , especialy if there is (are ?) a lot of polygons.

But that's another story i 'll probably talk about , but i need some investigations first .

 

Cheers.

 

 

What is the need to move some vertices?

Posted

What is the need to move some vertices?

In Nifskope? Probably none at all. It's an incredible pain to select and modify the vertex that you might want to move (you need to select the vertex from the vertex list and manually edit its loc).

 

In a 3d modeling program, there are tons of reasons you might want to move vertices, of course.

 

I should note that Mesh Rigger will also move vertices around if 'flatten skinning' is enabled. That essentially precalculates the effect of cumulative transforms on a vertex and pre-applies it to the vertex's location. This leaves you with a nif with much simpler skinning (which should be less prone to bugs/artifacts) that nevertheless behaves the same as the version with much more complex skinning.

Posted

 

 

 

By the way , i found it's possible to move some vertices ( and yes,  only one too and not the "whole" mesh ...) just with NifSkope, but it's not easy , especialy if there is (are ?) a lot of polygons.

But that's another story i 'll probably talk about , but i need some investigations first .

 

Cheers.

 

 

What is the need to move some vertices?

 

Greetings,

 

Hi Nepro

 

The "'need" ? No the possibility !

 

When you try to "tweak a mesh only with NifSkope , usually you do that only by a "right-clic on the mesh , Transform ---> Edit ... well but here you 'll work on the "whole mesh" ( or only some axes , X,Y,Z but that's a large zone) ... but if you just want to correct a very litlle "zone" , it would be better to do that only by moving some vertices ( and  the "edges" of 3 vertices " ).

 

All these can be done in the "Detail bloc" , but it was just a test , i need to 'improve that point.

 

Sure , it's better to use Blender or a similar tool to move a vertice.

The reason i was looking for that possibility is simple : the Set Body Reloaded came with "new" meshes ( i'm sure you already saw the "gap" between a HGEC "original" lower body and an Upper body from the HGEC group done in Set Body Reloaded ...) that's why i wanted to know if it was or not possible to "move" some vertices only by using the great tool called "NifSkope ... a real God's gift ! ..." .

 

I just tried this with an Oblivion mesh , i don't know if it's possible with Skyrim mesh ( sorry i don't have anymore any "Fallout" game/mod except Fallout 1 & 2 (!!!)  on my computer , and to different games like Oblivion & Skyrim it's enought for me ... i don't want more. ) That's remind me i forgot to try with some " Morrowind" meshes  too ! 

 

Nothing else .

 

I think there is a lot of other possibilities with this tool, but i never learn or read something on how NifSkope works ... time to read some documentations ... but i'm so lazy ... sometimes , and i'm tired to always read something in english ( especialy the techinal papers)  .

 

You english users are very , very lucky  !

 

That's all.

 

Cheers.

 

PS : thanks to Gerra6 , he answered you better than i can do .... yes it's a real pain ... but it's good to know that is possible just in case ....

Posted

Oh yeah...when I did Setbody Reloaded I rebuilt all of the meshes to be fully symmetrical. *unfortunately* I neglected to account for the asymmetry of the HGEC standard waist. So, when you combine a Setbody Reloaded mesh with a non setbody reloaded mesh, you get a nasty little gap. Oops.

 

Now, it's fairly easy to automatically repair this stuff with the stand-alone seam mender (which I keep meaning to update...once I get past this coding burn out). That can be used to batch repair all of the Seam Mender HGEC waists to match the HGEC waists, or batch update a clothing collection to match the Seam Mender HGEC waists.

 

Note: Movomo has been working on a revamp of Setbody Reloaded that should resolve the incompatibility problem (and fix the lingering bugs...700 odd meshes was enough for a surprisingly large number of bugs to escape my attention). Once Movomo is back in the modding game, we should see a much better version of SR.

  • 2 weeks later...
Posted

Hi there.

 

Ah zut ! J'avais pas vu que tu avais répondu ! Bon ça fait dix jours mais voilà, merci pour ton travail je peux malheureusement pas essayer pour l'instant vu que je suis en vacances avec mon ordi portable pourri qui tourne pas Skyrim, mais vraiment merci Loukiana ! La bise !

Posted

hey guys currently im doing a new armor im finished with textures models etc.. now i need to weightpaint it since it has some "minor" clipping can this tool perfectly do this or did i not understand correctly? :)

Posted

hey guys currently im doing a new armor im finished with textures models etc.. now i need to weightpaint it since it has some "minor" clipping can this tool perfectly do this or did i not understand correctly? :)

 

It's less precise than 3dm work but if you are lucky it can very well do the job perfectly too. 

 

 

Je viens de tester Loukiana et ça marche nikel. Merci beaucoup pour ton travail ! 

La bise ! 

Posted

Well I just stumbled across this thread and this tool looks interesting. It seems like everyone is trying to do such complicated things, so I have an easy question.

 

I use CBBE, bodyslide and HDT with CT77 armors and clothes and all is perfect. I've been playing with extra clothing and let's use the recently converted Osare Underwear TBBP for example. It fits my body shape but there is lots of clipping while walking or running or crouching.

 

Will this tool fix (or help with) the issue I'm having? It seems alot of people have clipping issues with this conversion so it's not just me. If I read it correctly, I can simply load my femalebody_1 nif as the reference, select the Osare outfit_1, copy Havok node, select weight mesh, replace weights, replace rigging and hit ok?

 

Thanks in advance for any help. I'm at work and will test when I get home.

Posted

Well I just stumbled across this thread and this tool looks interesting. It seems like everyone is trying to do such complicated things, so I have an easy question.

 

I use CBBE, bodyslide and HDT with CT77 armors and clothes and all is perfect. I've been playing with extra clothing and let's use the recently converted Osare Underwear TBBP for example. It fits my body shape but there is lots of clipping while walking or running or crouching.

 

Will this tool fix (or help with) the issue I'm having? It seems alot of people have clipping issues with this conversion so it's not just me. If I read it correctly, I can simply load my femalebody_1 nif as the reference, select the Osare outfit_1, copy Havok node, select weight mesh, replace weights, replace rigging and hit ok?

 

Thanks in advance for any help. I'm at work and will test when I get home.

 

Better way would be to just open OutfitStudio on Bodyslide, find the .nif of that underwear and widen the areas where it clips using the expanding brush. 

Posted

 

Better way would be to just open OutfitStudio on Bodyslide, find the .nif of that underwear and widen the areas where it clips using the expanding brush. 

*snip*

 

 

Ok thanks, I'll give it a go.

Posted

Well I just stumbled across this thread and this tool looks interesting. It seems like everyone is trying to do such complicated things, so I have an easy question.

 

I use CBBE, bodyslide and HDT with CT77 armors and clothes and all is perfect. I've been playing with extra clothing and let's use the recently converted Osare Underwear TBBP for example. It fits my body shape but there is lots of clipping while walking or running or crouching.

 

Will this tool fix (or help with) the issue I'm having? It seems alot of people have clipping issues with this conversion so it's not just me. If I read it correctly, I can simply load my femalebody_1 nif as the reference, select the Osare outfit_1, copy Havok node, select weight mesh, replace weights, replace rigging and hit ok?

 

Thanks in advance for any help. I'm at work and will test when I get home.

It sounds like a problem due to a weighting mismatch between the body and the clothing. If that's the case, then yes, the tool can fix that.

 

The exact steps to fix it depends a bit on the nature of the clothing that you are working with.

 

*IF* the nude body in the clothing nif is complete, then your bet bet is to run Mesh Rigger with the nif as both the template and the target. Then set the template options to 'skin only' to copy the weightpainting from the nude body to the clothing.

 

However, many clothing nifs include only partial nude bodies. If this is the case, then you want to find a nude body nif that precisely matches the body shape of the one in the clothing item. Use that as the template.

 

In either case, enable both 'copy weights' and 'delete all weights' when you run the tool for this purpose.

 

This has the advantage of repairing animation related clipping problems without any need to distort the shape of the mesh.

Posted

Does this too allow to port from obl to sky is so is it the same steps

This tool should be able to handle the rigging/skinning component of converting a nif to or from Oblivion and Skyrim or Fallout.

 

However, it will not update the UV map from Oblivion to a Skyrim standard, nor will it update the rendering blocks (material, texture, etc)

 

I am working on an automated conversion tool, but given my relatively limited time right now, it may take awhile to get it to a semi-functional state.

Posted

Anecdote I felt must be shared: was using this and the clothing converter to try and get something from the Ladybody to 7BCleavage for personal use. Got a pretty darn decent lattice, ironed out the few problems in outfit studio and nifskope, then started trying to use mesh rigger to copy the weighting from the cleavage body which I THOUGHT was bbp … I spent hours trying to copy the weights, changing settings, failure after failure … then I set the 'select bones' setting and discovered that the mesh I was copying from didn't have the bbp weights.

 

D'oh.

 

Tried again from a cleavage+bbp outfit I'd downloaded and it worked like a charm.

 

Moral of the story, I guess, is: garbage in, garbage out, probably, I don't know. Either that or 'don't be stupid' xD

Posted

Hello man and thanks for this amazing tool! Here is my problem:i created a custom werewolf mesh following the original one so everything is scaled and aligned, what are the current operations i need to do to correctly Take it into the game?

  • 3 weeks later...
  • 2 weeks later...
Posted

So, working with this to try and add BBP to a F:NV outfit. The weighting works fine, but the resultant mesh has a few problems: Any ideas how to fix this?

 

-edit- This is with 88.1b. Interestingly using 46b from the OP does NOT cause this issue, but it can't handle the dismemberment partitions and causes all kinds of horrible problems with those.

post-10613-0-78734800-1407496036_thumb.jpg

post-10613-0-38927900-1407496043_thumb.jpg

Posted

Hrm... that made me realise - if an earlier version can do the body right, and the latest the dismemberment right... then why not try one in between? b81 worked perfectly :D

 

I'll leave the other post up as a bug report for you to have a look into.

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