fejeena Posted January 14, 2014 Posted January 14, 2014 Tested Version 11 again, the creating process is mutch longer so I think Version 13 does not create a mesh. Both versions turn off all Windows at the end, so I can not see or post any messages.  Edit: only tested Oblivion meshes.
gerra6 Posted January 14, 2014 Author Posted January 14, 2014 Â Â It does then conversion and after fixing bslightingshaderproperty and loading the nif causes the creation kit to crash when trying to view the nif. Â Â OK, I'm testing an update now. Â The skin partition data wasn't getting copied over from the template. Â That's now fixed. Â Unfortunately, a bug that has been resolved for the ordinary bone copy has re-appeared when the delete existing rigging option is enabled. Â I'm investigating now, but it's a puzzle.
gerra6 Posted January 14, 2014 Author Posted January 14, 2014 Tested Version 11 again, the creating process is mutch longer so I think Version 13 does not create a mesh. Both versions turn off all Windows at the end, so I can not see or post any messages.  Edit: only tested Oblivion meshes.  Would you be willing to send me the files you are working on and your settings file.  I'm definitely seeing mesh creation here.
gerra6 Posted January 14, 2014 Author Posted January 14, 2014 OK, Beta 13.A has been released  This update fixes the two identified issues in the Beta 13 release.  Beta 0.13 to 0.13.A: 1. Crash when processing Oblivion meshes has been resolved 2. Crash when 'Delete Existing Rigging' is enabled has been resolved  A new Bug has been identified.  1. 'Delete Existing Rigging' causes the position of the meshes to be reset to the node bind location.  Cause is undetermined at this time.  Note: This only applies if 'Delete Existing Rigging' is enabled.
fejeena Posted January 14, 2014 Posted January 14, 2014 13A works It use the the save Folder I choose. It creates meshes. With set 'Delete Existing Rigging' there is the old seam Problem. Without set 'Delete Existing Rigging' the Body/ mesh is invisible in game.
gerra6 Posted January 14, 2014 Author Posted January 14, 2014 Thanks. Â I've sent you a patch that should resolve that issue as well as a couple of menu bugs. Â Please let me know if it works, and I'll update the main post.
gerra6 Posted January 14, 2014 Author Posted January 14, 2014 Mesh Rigger Beta 13.C is now live.  Chang Log  1. Resolves several bugs related to the user interface 2. Skin Partitions should now be properly built for Oblivion meshes.
ethankcvds Posted January 15, 2014 Posted January 15, 2014 I've ran into two problems with rigging for Skyrim. The helmet that I'm trying to rig seems to be missing a few bones in the BSDismemberSkinInstance. The other issue I'm having is trying to rig a hood I get the following as an error:  Traceback (most recent call last): File "C:\Users\ejj\Bones\mesh_rigger.py", line 187, in <module>   Main() File "C:\Users\ejj\Bones\mesh_rigger.py", line 183, 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 483, in rebuildSkinInstance   this_part.part_flag.pf_editor_visible = kg.data_sets.partition_dict[self.game][this_part.body_part]['pf_editor_visible']KeyError: 131  I'm sending you the files so you can take a look.
gerra6 Posted January 15, 2014 Author Posted January 15, 2014 Thanks.That error means that my library of dismemberment partitions for Skyrim is incomplete.I'll do a batch scan of a vanilla Skyrim mesh folder and see if I can identify any that I haven't yet found.
DeadSomething Posted January 18, 2014 Posted January 18, 2014 does this require PyFFI to be installed? which properties should the template-nif have for best results? (oblivion) Â first i'll try to convert some meshes into my favourite HGEC body. Â Â edit: ok, started the tool and made a upperbody and a lowerbody template, but also wanted to make a fullbody template, when i stumbled upon something strange: Â upperbody is a NiTriStrips lowerbody is a NiTriShape they have different material properties and it just looks odd, because of different levels of glossiness. Â even deleting the material properties of one of them and replacing them with the other one's doesnt make any change. Â maybe is should use a different body then...
Monsto Brukes Posted January 18, 2014 Posted January 18, 2014 just a thought:Â Â there are addons in hdt that require changes to 'every mesh'. you might post a guide for how to do that in the HDT forum.Â
gerra6 Posted January 18, 2014 Author Posted January 18, 2014 That's an excellent suggestion. At the moment, I'm working on building out the HDT support within the tool. Â The development beta is getting close, but the tool is not yet compatible with HDT. Â Essentially, the tool needs to copy the full parent-child relationships in an arbitrary skeleton, but also preserve the proper displacement and orientation of its meshes. This is made surprisingly complicated in Skyrim because, for some odd reason, the vast majority of Skyrim meshes store object displacement as an inverse transform in all of the bones that are children of the mesh object. Â So, Hopefully soon.
DeadSomething Posted January 19, 2014 Posted January 19, 2014 ok, i may opt out of betatesting, because of my lack of knowledge in nif-editing. i only know how to copy/paste branches and how to change textures and texturing properties. about 50% of whats described here i have no clue about what it means. Â
gerra6 Posted January 19, 2014 Author Posted January 19, 2014 A lack of knowledge is good, actually. Â The idea is that if everything is working properly the tool should just *work*. Â Let me know if you have any questions, and I'll do my best to explain what you need to know.
Sabielin Posted January 19, 2014 Posted January 19, 2014 Could anyone please make a nude fishnet skin texture for females? I've looked everywhere and found no results. It seems nobody like fishnets. o_O Oh, I'm requesting for something along the zone of CBBEv3, too. http://skyrim.jpn.or...s/206/20645.jpg
gerra6 Posted January 19, 2014 Author Posted January 19, 2014 Could anyone please make a nude fishnet skin texture for females? I've looked everywhere and found no results. It seems nobody like fishnets. o_O Oh, I'm requesting for something along the zone of CBBEv3, too. http://skyrim.jpn.or...s/206/20645.jpg  Wrong thread?
TSS5062 Posted January 20, 2014 Posted January 20, 2014 A lack of knowledge is good, actually.  The idea is that if everything is working properly the tool should just *work*.  Let me know if you have any questions, and I'll do my best to explain what you need to know.  This tool is phenomenal. I just had to share my experience. I don't know anything about rigging a mesh. I can barely use Blender, but within an hour I had a fully rigged BBP mesh working in game. I always liked the SCBE body, but the author hasn't gotten around to adding BBP or TBBP. It took several trials. My problem was the template I was using for TBBP was making little horns protrude from the bottom of the breasts. I assumed this was because the template had much larger breasts than the target or it was the secondary bones. I chose a more suitable donor (Dream Girl BBP) but it only has the single left and right breast bones. This worked perfectly for the breasts. I then copied the butt bones from the first template and viola!  Do you see any flaws in my procedure, or how should I have gone about this?  Thanks for the tools.
gerra6 Posted January 20, 2014 Author Posted January 20, 2014 I think that sounds about right.  In  v.13 of Mesh Rigger a good template mesh should have two very important characteristics.  It should have approximately the same body style as the mesh that you are rigging.  They don't need to be exact, but in general, the tool works best if the breasts occupy roughly the same space.  The other characteristic is a bit tougher to detect.  The template and target nif should use the same method to position the mesh relative to the world.  For most games, this isn't an issue.  For Skyrim, well, Skyrim does it the hard way.  You don't really need to worry about exactly what this means, I'm testing an update to Mesh Rigger that should automatically deal with the 'bad bones' issue. But for now, if you use mesh rigger and end up with a mesh that is improperly displaced in the world, try using a different template..
DeadSomething Posted January 20, 2014 Posted January 20, 2014 ok, i'll give it a try i just stumbled over this and it just fits the situation: Â
fejeena Posted January 22, 2014 Posted January 22, 2014 Still don't know how to use the actual Version so these meshes are made with Version 13c. I copied/pasted the new weighted penis in the original Body mesh (so no Body seams) NormalAnimFuta.nif and NormalAnimPenis.nif textures/ NiMaterialProperty set to material, so the mesh use my horse dick/Satyr futa  textures. Does not look good with some races. ( must create Body textures with horse dick part/section. ANI HORSE PENIS.7z only the meshes. create your own race textures.  In game      Â
varenne Posted January 22, 2014 Posted January 22, 2014 Slight off-topic tangent I've been thinking of using that horse tackle for minotaurs, especially Lords. Plus I think Lords should have their own creature animation, to adjust for size issues... Â Back to your regularly programed station...
gerra6 Posted February 21, 2014 Author Posted February 21, 2014 Mesh Rigger Beta 0.25 has been released
TnTTnT Posted February 21, 2014 Posted February 21, 2014 Will give it a try, what is the update over 21b?
gerra6 Posted February 21, 2014 Author Posted February 21, 2014 There are a few bug fixes here and there. I need to compile them into a changelog. For now, the main update is the ability to paint meshes using 'Rigid' weighpainting. It's a bit complex on the back-end, but the basic idea is that rigidly painted meshes will move in response to animations, but won't deform the way that they do for normal weightpainting.
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