gerra6 Posted January 9, 2014 Author Posted January 9, 2014 so let me see if i got this straight . . . with bodyslide, i can weight paint a body mesh. With this tool i could then update that weight painting to all the compatible outfits for that body. Have I got this right? What are some other examples of what an average player like me could do? Oh btw the name is fine. If you intend it to be a simple tool for average players, tho, "Mesh" makes it sound complex and it doesn't roll well. Body Rigger might be better depending on your target. considering my example above, it could be marketed (so-called) as a companion to Body Slide, but I don't know your intention there. Good question. The tool is still in a very early beta state so features and capabilities will probably continue to expand. So, what can an average user do with this tool? I'm going to assume that the average user knows their way around their data folder enough to find the a particular .nif that they are looking for, but maybe not enough to actually do anything with that .nif. 1. Add BBBB and/or BBP to an entire collection of clothing. 1a. Run the tool, select a template .nif with the correct body type and good BBB/BBP weightpainting 1b. Select a single nif, several nifs, a folder, or entire folder tree for the target 1c. Select a destination folder (the modified nifs will be saved there) 1d. Run the tool with the default settings. Select the Breast/Butt bones when the bone selection menu appears 1e. Copy the nifs from the destination folder to the data folder 2. Update weight painting to all the compatible outfits for that body 2a - 2c: Same 2d. Change the options a bit. Disable 'Select Bones To Copy'. Enable 'Delete Existing Rigging' 3. Fix Dismemberment partitions. Most body nifs do not have the correct dismemberment partitions on the arms and legs. This tool accurately copies the dismemberment partitions from the template mesh. 4. *Future* I'm working on adding full HDT support to the tool. When complete, this will copy the Havok node and the HDT compatible skeleton to a non HDT nif. There are probably many more specific applications for the tool. Essentially, this tool is useful any time you need to copy the weight painting and bones from a reference mesh to another mesh.
Vioxsis Posted January 9, 2014 Posted January 9, 2014 I can send you an experimental version of the Rigging Tool that allows you to set the number of bones allowed per vertex when the skin partition gets remade. I can't find any information online about the maximum number of bones per vertex in a Skyrim mesh, but it *might* be significantly higher than the 4 bone per vertex limit in Oblivion and Fallout. The bones per partition limit in Skyrim is at least 63 vs Oblivion and Fallout's 18, so it is possible that the bones per vertex has been similarly increased. It is still 4 bones per vertex in skyrim.
gerra6 Posted January 9, 2014 Author Posted January 9, 2014 It is still 4 bones per vertex in skyrim. Thanks. That's very useful information. I couldn't find anyone on the niftools IRC last night to ask, and my Google-Fu failed. Currently Mesh Rigger is hard-coded to build partitions using 63 bones per part and 4 bones per vertex (if game is set to Skyrim). Now, one thing that I could probably do is add an interface that allows the end-user to flag one or more bones as high priority. Then I could just code a script that makes room for the new weightpainting on a given vertex. What does everyone think...does that sound like a good solution?
StirFriedNoodles Posted January 10, 2014 Posted January 10, 2014 The Portable Version of the Mesh Rigger closes for me just before it creates the meshes. (the result mesh doesnt get created)The Light Version, when I try to open the mesh_trigger.py opens a cmd window and closes automatically.I managed to take a screenshot before it closed.
gerra6 Posted January 10, 2014 Author Posted January 10, 2014 Are you sure that's the portable version? (15 mb download) Those file paths look like the light version. (30 kb download) If it were the portable version, __init__.py should be located in App\Lib\kg and the extracted folder name would be portable_beta_9 instead of Mesh_Rigger_b_09. If you're using the light version, then that error message indicates that you have an incomplete Python install in your system. Grab the portable download and see if it will run for you.
Vioxsis Posted January 10, 2014 Posted January 10, 2014 Just been playing with mesh rigger, adding breast weights to armours that don't have it. The weights have been copied over but they don't have any effect on the mesh both in game and in nifskope (If you scale the breast bone nothing happens at all) But when i load it in to max you can see it has the weights, then with out doing anything to it if i export it out of max and scale the bones in nifskope it acts properly. Another thing i noticed is that if i select 2 target meshes to process, body3f_0.nif, body3f_1.nif in my last test it goes through the whole process for both. I know this is normal but for skyrim the _0 and _1 of the mesh (when done correctly) have the same poly/vertex order/number. So you could maybe speed up the process by doing it for one of them and then copying the weights over to the other one?
gerra6 Posted January 10, 2014 Author Posted January 10, 2014 Thanks for the bug report. From your description, I'm pretty sure I know what's going on. For some odd reason, I decided to have the script rebuild skin partitions only for geometry blocks that were re-rigged. I must have been in a coding coma when I did that. Would you be willing to test this update and let me know if it fixes the issue? portable_beta_9_1_update.7z
Vioxsis Posted January 10, 2014 Posted January 10, 2014 The mesh is working when i scale the bones in nifskope... But it has done a really bad job of it. And the dismember skins have been set to BP_Torso.
gerra6 Posted January 10, 2014 Author Posted January 10, 2014 Well this is fun. I've fixed the dismemberment partitions (I can send the link), but it doesn't do any good. For some reason the pyffi update_skin_partition function is not properly re-building the partitions unless I strip the mesh. It's leaving multiple vertices with more than 4 influences, which is a whole lot of ugly. Now, this can be easily fixed by rebuilding the partitions in Nifskope (uses more or less the same function, except it works), but Nifskope doesn't preserve dismemberment partitions. I'm digging through the pyffi source code now to see if I can spot the problem. Failing that, I'll do a 'virtual' re-rig. Essentially, I'll have the tool strip and re-rig the partitions, bones, and boneweights, but it will rebuild everything exactly the way it was before. Hmm. *Edit* OK, I'll have a fix sometime tomorrow.
varenne Posted January 11, 2014 Posted January 11, 2014 Preliminary Picture Tutorial Here's a little tutorial I wrote (based on a PM and instructions gerra6 initially provided) for version portable_beta_9.7z (It's labled portable_beta_5 in side the 7z file. (This is just for the primary file, Mesh Rigger.bat. I will follow up and add the others at a later date.) NOTE: This tutorial is based on a mesh for Oblivion. (To add BB to an existing armor, first, start with a nif that has weighting that you like.) 1. Run the tool (click on Mesh Rigger.bat) 2. First, select the game you are converting this mesh for, in my example Oblivion. 2. Next, click on File -> Select Template and select the mesh with the weighting that you want to copy. (This is your Source Mesh) Note: I'm using a female lowerbody mesh that has nice BB already on it. 3. Then, click on File -> Target Mesh Options and select the mesh that you want to copy the BB weighting to. Note: You can choose 1 file, multiple files, a folder, or an entire directory tree. For this example I created a 'input' sub folder, C:\test\input 4. Next, click on File -> Select Destination Folder and select the folder where you want the tool to save the modified nifs. For this example I selected C:\test\output 5. From here, the default settings are probably fine, although feel free to experiment. Note: I had to enable 3 out of the 4 by clicking on it; 5.1 Select Bones to Copy (Default, already active or enabled), 5.2 Overwrite Existing Bones 5.3 Delete Existing Rigging 5. Click OK You should get a window with a number of bones. Select only the bones that you want to copy. Note: I selected all of them. Depending on Source and Target meshes you may want to pre-review bones in each for compatibility. May not be needed though, just suggested. Click OK. It will then run in a DOS Window so you can watch it processing. 6. When it finishes the DOS Window closes. Check your above selected output folder for the converted mesh/meshes.
oli3d Posted January 12, 2014 Posted January 12, 2014 hi gerra6.... i am currently testing your tool... tested it on sleek steel cuirasses.. (works good...1 minor issue) and shibari(a mess) shibari comes from here: http://www.loverslab.com/topic/10341-conversions-for-unpb-with-bbp/ 31. Bondage Straps - UNPB BBP i include the shibari(in/out - default values, only belly bone added, unpb preg body from estrus chaurus) in an upload, so you will see what happened. might be a prob, because the shibari is only ropes... Moin Oli in.7z out.7z
gerra6 Posted January 12, 2014 Author Posted January 12, 2014 Thanks. That's extremely helpful. Skyrim support is a bit of a mess right now. I tracked down and resolved one of the three remaining known Skyrim issues. Two left.
nakrulz Posted January 13, 2014 Posted January 13, 2014 So i tried your latest version. It didn't do any good at all. I tried copying the breast breast01 and butt bone/weights to the armor and i think the bone weights are all messed up. I checked the selected bones to copy but instead It rebuilt ALL my bone weights... in the game the armor would look completely messed up with vertices going in all kinds of direction. I attached the armor, body and the output files for you to check it out. Armor is from http://www.nexusmods.com/skyrim/mods/49350 and is one that i made TBBP weight copy.zip
gerra6 Posted January 13, 2014 Author Posted January 13, 2014 Thanks for the bug report. I've sent you a PM with the latest test version. It resolves 1 of the 3 known remaining Skyrim issues. Fixes for the other two are pending.
pclp2014 Posted January 13, 2014 Posted January 13, 2014 First of all thank you for this great tool. Finally, I can make my armors TBBP compatible. This works great as well. Also add the belly bone works. But still a question. If "Delete Existing rigging" is selected, then this armor and body are accurately in weight 0 and weight 100. In another weights everything is totally shifted, partly no longer recognizable.
fejeena Posted January 13, 2014 Posted January 13, 2014 Tested Oblivion bodies. Followed varennes tutorial. The new created meshes have seam Problems. DM Upperbody with wrong bounce piercings. Rigged, and the piercings have perfect BBB and move exactly like the Body. But Hand and hip small seams. And I created a lowerbody HGEC LL with added pussy lips, lips are fine moving perfect with the Body but big seams to upperbody and feet. The new Body parts move differently as the non rigged meshes, seams grow and shrink and move laterally. No big Problem, I copy/paste the new weighted piercings/pussy lips in the original meshes = perfect bounce/movement. For me a perfect tool, because I can not use a Blender ( 'm too stupid )
gerra6 Posted January 13, 2014 Author Posted January 13, 2014 Mesh Rigger now updated to Beta 13 Portable Package Beta 13 This update resolves the following bugs from Portable Package Beta 11 Resolved General Issues: 1. Relative file path names stored in ini files will now be preserved 2. Relative file path names should now work properly with the 'include subfolder' option selected Resolved Seam Mender Bugs: 1. Tri Files should now be processed and saved correctly 2. Nif or Tri files that cause Pyffi to crash when reading no longer cause the tool to exit. These files are now bypassed and will not be processed. 3. Copying Weights should now work properly (See Mesh Rigger Bugs for bugs and resolution) Resolved Mesh Rigger Bugs: 1. Copying Bones from one nif to another should now function properly. The mesh, bone, or vertex distortion should now be eliminated. 2. Issues relating to Skyrim morph meshes and the weight slider should be resolved 3. It is no longer necessary to rebuild skin partitions in Nifskope.
ethankcvds Posted January 13, 2014 Posted January 13, 2014 I keep getting this: Edit: Pasted the wrong error message. Rebuilding Skin InstancesTraceback (most recent call last): File "C:\Users\ejj\Bones\mesh_rigger.py", line 200, in <module> Main() File "C:\Users\ejj\Bones\mesh_rigger.py", line 196, in Main process_morph(base_file, bone_list, morph_dict) File "C:\Users\ejj\Bones\mesh_rigger.py", line 119, in process_morph save_file(target_nif, test_file, targets_found, current_settings, morph_dict = morph_dict) File "C:\Users\ejj\Bones\kg\file_util.py", line 91, in save_file target_mesh.save(file_name, current_settings, morph_dict = morph_dict) File "C:\Users\ejj\Bones\kg\file_util.py", line 854, in save self.rebuildSkinInstance() File "C:\Users\ejj\Bones\kg\file_util.py", line 428, in rebuildSkinInstance block.update_bind_position() File "C:\Python33\lib\site-packages\pyffi\formats\nif\__init__.py", line 4762, in update_bind_position skindata.bone_list.set_transform(geomtransform * bone.get_transform(skelroot).get_inverse())AttributeError: 'NoneType' object has no attribute 'get_transform'
gerra6 Posted January 14, 2014 Author Posted January 14, 2014 Would you be willing to send me the nifs and the settings file that you were using when you got the error message? I need to see if I can replicate the error and track down what's causing it. Thanks. Offhand, my guess is that either the template nif that you were using, or one of more target files has a very unusual nif structure. If so, viewing the nifs directly will help me to devise a strategy to deal with it.
ethankcvds Posted January 14, 2014 Posted January 14, 2014 Would you be willing to send me the nifs and the settings file that you were using when you got the error message? I need to see if I can replicate the error and track down what's causing it. Thanks. Yeah I'll send you the files. I'm using the lite version of the script.
gerra6 Posted January 14, 2014 Author Posted January 14, 2014 The light version of the tool can sometimes behave unpredictably if multiple versions of pyffi and python are installed on your system. Would you be willing to see if you also have the problem with the portable install?
ethankcvds Posted January 14, 2014 Posted January 14, 2014 The light version of the tool can sometimes behave unpredictably if multiple versions of pyffi and python are installed on your system. Would you be willing to see if you also have the problem with the portable install? Only have a single version of pyffi and python installed. Tested with the portable version and get the same error.
gerra6 Posted January 14, 2014 Author Posted January 14, 2014 It looks like there's a bug in my bone re-building code. I'll have a patch ready shortly. *edit* I've PM'd you the patch. If all goes well I will update the main page with the updated code.
ethankcvds Posted January 14, 2014 Posted January 14, 2014 It looks like there's a bug in my bone re-building code. I'll have a patch ready shortly. *edit* I've PM'd you the patch. If all goes well I will update the main page with the updated code. It does then conversion and after fixing bslightingshaderproperty and loading the nif causes the creation kit to crash when trying to view the nif.
fejeena Posted January 14, 2014 Posted January 14, 2014 I would like to test the new Version, but either it does create a mesh or it does not save it in the folder I have chosen. That was also a Problem with Version 11 (11_1 not started) the program never use the save Folder I choose ( If I choose D:\OblivionMods\Mesh Rigger\Output the program used D:\OblivionMods\Mesh Rigger . It never used the last folder I select. ) And the Version 13 use ????? Somewhere are now 6 meshes lost on 1000GB hard drive, alone in space and time. ( if the program created meshes)
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