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[Unofficial] Bodyslide 2/Outfit Studio Tutorials


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Posted

Anyone here who's experienced in this and won't mind helping me in pm when it comes to using outfit studio? I'll be needing the help in about 2 days and i have absolutely no clue how it works, even when i read the guides on the first page C: I'm still stuck in how to fit armors to cbbe slim ^^' Hell i'm still stuck on how to even load up cbbe slim preset in outfit studio >u<

Use the basic tutorials on the Nexus BS2 page first :)

 

These Unofficial tutorials are for advanced users, although you probably want to read them as well after you understand the basic process. The part about "preparing meshes" with the NiSkinInstances etc. is crucial so you don't waste a lot of time later.

Posted

Anyone here who's experienced in this and won't mind helping me in pm when it comes to using outfit studio? I'll be needing the help in about 2 days and i have absolutely no clue how it works, even when i read the guides on the first page C: I'm still stuck in how to fit armors to cbbe slim ^^' Hell i'm still stuck on how to even load up cbbe slim preset in outfit studio >u<

 

Sure. I'll just drop some random info here for now.

 

CBBE Slim is actually created from the BodySlide sliders, so what you have to do is make a CBBE BodySlide conversion of your armor.

Once that's done in Outfit Studio, you can build it in the main BodySlide part of the program with the CBBE Slim preset selected.

 

So you have to:

1.) Convert the armor from whatever body it is to CBBE (the base shape, looks similar to CBBE Curvy).

2.) Convert that CBBE conversion you made to be CBBE BodySlide compatible.

3.) Build the CBBE BodySlide conversion with the CBBE Slim preset.

 

My tutorials "Anything to CBBE" and "CBBE to CBBE BodySlide" on the BodySlide Nexus mod page will help you with that.

These Unofficial tutorials are for advanced users, although you probably want to read them as well after you understand the basic process. The part about "preparing meshes" with the NiSkinInstances etc. is crucial so you don't waste a lot of time later.

 

I fixed NiSkinInstances for the next version. :)

Posted

@cell - Thank you for your reply, i'll keep this in mind for when i can finally go on the computer again when my bf leaves for a week xD
 

@guk - I will take a look at that one as well when i get back on that computer in 2 days c: Hopefully that will also give me some insight :b

Posted

Well i wanted to learn how to use OS several times in the past by following this guide, but i always got stuck pretty early on.

 

Main reason is that the guide does not cover the use of Conversion References at all, which is probably by far the most important feature of OS.

Posted

Well i wanted to learn how to use OS several times in the past by following this guide, but i always got stuck pretty early on.

 

Main reason is that the guide does not cover the use of Conversion References at all, which is probably by far the most important feature of OS.

 

New Project > Reference Template > Convert: (Insert Body Type) to CBBE

                    > Outfit > Original (Insert Body Type) Mesh

                    Finish

 

Slider > Conform All

Click the pencil to activate the slider (also highlights it in purple)

With it activated, Slider > Set Base Shape

File > Load Reference Template > CBBE Body (N/A/BBP/TBBP/HDT)

Start your bodysliding.

 

You use the brushes to shape the armor to fit the Base shape and then the sliders. Conversion references just help get you in the CBBE ball park, shape wise. You can get away with not using a conversion reference especially if the shape is relatively close to the CBBE shape. But if was too drastic a difference in the shape, most people (including me) would probably distort it to the point that it may not be usable unless you reeeeeeaaaally took your time and took advantage of all your tools (and even then it would probably be worse than using the reference). For learning, I'd probably recommend starting with a CBBE outfit and adding bodyslide support, although running it through a conversion reference is a relatively simple task.

 

There are a lot more conversion references besides the templates that you can load manually. You can find them in the CalienteTools/Bodyslide/ConversionSets folder. I assume the process is the same for UUNP, but I haven't tried it. Link to official guide.

 

Side Note:

For the RCOT thing, I bet you could get away with using UNP to CBBE, or maybe UNP Low to CBBE. The shape looks similar to me, and even if a RCOT to CBBE reference was made, you would still have to touch it up and fix minor clipping so I doubt it would really add that much more work. Just speculation on my part though, as I haven't really looked at it besides glancing at some screen shots. (That tiny Inigo looks adorable.)

Posted

(...)

 

Side Note:

For the RCOT thing, I bet you could get away with using UNP to CBBE, or maybe UNP Low to CBBE. The shape looks similar to me, and even if a RCOT to CBBE reference was made, you would still have to touch it up and fix minor clipping so I doubt it would really add that much more work. Just speculation on my part though, as I haven't really looked at it besides glancing at some screen shots. (That tiny Inigo looks adorable.)

Thanks Levionte i already figured the basics out after simply checking up the official guides on Nexus ;)

 

 

Note on the RCOTS body, it seems to be an edited x117 / UBB (unblessed body) but has been modified beyond any compatibility.

Also AFAIK all the outfits for x117 / RCOTS are just conversions of original UNP outfits, so converting those originals instead is recommended anyways.

 

 

______

 

 

 

By the way, was there some kind of OS conversion reference for SoS?

With the SAM mod having an uncertain future, i thought about fixing the few vanilla outfits that don't work properly with SoS.

Talking about this hole in the UV map on the legs:

 

 

n43axSY.jpg

 

 

 

Might work as well to just replace the baseshape, no idea about weighting etc. though.

Posted

So i loaded up the stuff ready to convert from unp to CBBE and i think i went wrong somehow, since this is what appeared right after i started a new project :lll

post-169541-0-57422300-1429076048_thumb.png

Posted

So i loaded up the stuff ready to convert from unp to CBBE and i think i went wrong somehow, since this is what appeared right after i started a new project :lll

Oh man. Modders/plugins and their outfit mesh exports...

You will have to select and use "Shape -> Scale Shape" on each of your outfit shapes to the right to make them fit the reference body.

Posted

Which guide should I use if I want to fix the clipping on the someone's bodyslide conversion?

I actually questioning which one is the proper guide to use between guide#2 or guide#3.

Posted

 

So i loaded up the stuff ready to convert from unp to CBBE and i think i went wrong somehow, since this is what appeared right after i started a new project :lll

Oh man. Modders/plugins and their outfit mesh exports...

You will have to select and use "Shape -> Scale Shape" on each of your outfit shapes to the right to make them fit the reference body.

 

Damn modders >:C

Thanks for the reply!

Posted

 

Which guide should I use if I want to fix the clipping on the someone's bodyslide conversion?

I actually questioning which one is the proper guide to use between guide#2 or guide#3.

 

It depends on what you mean by 'fix.' If it were me, I'd load up their project and go through the sliders like I would on any conversion and use the brushes/zaps to fix clipping wherever it was found.

 

If you just want to make sure it fits your preset the way you want it to, then you can follow guide #2, load your preset and fix clipping on those settings only. That's probably what I would recommend. The disadvantage is that if you ever wanted to change your preset, you may need to do fix it again.

Posted

 

 

Which guide should I use if I want to fix the clipping on the someone's bodyslide conversion?

I actually questioning which one is the proper guide to use between guide#2 or guide#3.

 

It depends on what you mean by 'fix.' If it were me, I'd load up their project and go through the sliders like I would on any conversion and use the brushes/zaps to fix clipping wherever it was found.

 

If you just want to make sure it fits your preset the way you want it to, then you can follow guide #2, load your preset and fix clipping on those settings only. That's probably what I would recommend. The disadvantage is that if you ever wanted to change your preset, you may need to do fix it again.

 

Ah yes, I see, actually I might just want to make the outfit fits with my preset, but is there still a way when I follow the guide#2 the clipping permanently fixed?

Posted

 

 

 

Which guide should I use if I want to fix the clipping on the someone's bodyslide conversion?

I actually questioning which one is the proper guide to use between guide#2 or guide#3.

 

It depends on what you mean by 'fix.' If it were me, I'd load up their project and go through the sliders like I would on any conversion and use the brushes/zaps to fix clipping wherever it was found.

 

If you just want to make sure it fits your preset the way you want it to, then you can follow guide #2, load your preset and fix clipping on those settings only. That's probably what I would recommend. The disadvantage is that if you ever wanted to change your preset, you may need to do fix it again.

 

 

Ah yes, I see, actually I might just want to make the outfit fits with my preset, but is there still a way when I follow the guide#2 the clipping permanently fixed?

 

Once the changes are made, the changes are made; they're not going to magically revert back unless you re-download the original. I just mean, when you fix it for one specific set of settings that does not necessarily mean it will fix for all settings going forward. Whereas going through the list of settings in its entirety would make the sliders as a whole more accurate (like you would if you made your own conversion from scratch) and could improve the quality of all presets going forward. Going through the list is obviously much more work, it just depends on what you want to do.

 

If you're only planning to use one preset, then I would fix it for that one preset. But, should you dramatically change your preset in the future, you may need to load this new preset and fix it as well.

Posted

 

 

 

 

 

 

 

Which guide should I use if I want to fix the clipping on the someone's bodyslide conversion?

I actually questioning which one is the proper guide to use between guide#2 or guide#3.

 

It depends on what you mean by 'fix.' If it were me, I'd load up their project and go through the sliders like I would on any conversion and use the brushes/zaps to fix clipping wherever it was found.

 

If you just want to make sure it fits your preset the way you want it to, then you can follow guide #2, load your preset and fix clipping on those settings only. That's probably what I would recommend. The disadvantage is that if you ever wanted to change your preset, you may need to do fix it again.

 

 

Ah yes, I see, actually I might just want to make the outfit fits with my preset, but is there still a way when I follow the guide#2 the clipping permanently fixed?

 

Once the changes are made, the changes are made; they're not going to magically revert back unless you re-download the original. I just mean, when you fix it for one specific set of settings that does not necessarily mean it will fix for all settings going forward. Whereas going through the list of settings in its entirety would make the sliders as a whole more accurate (like you would if you made your own conversion from scratch) and could improve the quality of all presets going forward. Going through the list is obviously much more work, it just depends on what you want to do.

 

If you're only planning to use one preset, then I would fix it for that one preset. But, should you dramatically change your preset in the future, you may need to load this new preset and fix it as well.

 

 

 

 

I see, thx for your answers. Also do I need to copy selected bone weight to enable the TBBP/HDT on the outfit even the outfit was TBBP/HDT enabled before?

Posted

 

 

 

 

 

 

 

 

 

 

 

 

 

Which guide should I use if I want to fix the clipping on the someone's bodyslide conversion?

I actually questioning which one is the proper guide to use between guide#2 or guide#3.

It depends on what you mean by 'fix.' If it were me, I'd load up their project and go through the sliders like I would on any conversion and use the brushes/zaps to fix clipping wherever it was found.

 

If you just want to make sure it fits your preset the way you want it to, then you can follow guide #2, load your preset and fix clipping on those settings only. That's probably what I would recommend. The disadvantage is that if you ever wanted to change your preset, you may need to do fix it again.

Ah yes, I see, actually I might just want to make the outfit fits with my preset, but is there still a way when I follow the guide#2 the clipping permanently fixed?

Once the changes are made, the changes are made; they're not going to magically revert back unless you re-download the original. I just mean, when you fix it for one specific set of settings that does not necessarily mean it will fix for all settings going forward. Whereas going through the list of settings in its entirety would make the sliders as a whole more accurate (like you would if you made your own conversion from scratch) and could improve the quality of all presets going forward. Going through the list is obviously much more work, it just depends on what you want to do.

 

If you're only planning to use one preset, then I would fix it for that one preset. But, should you dramatically change your preset in the future, you may need to load this new preset and fix it as well.

 

 

I see, thx for your answers. Also do I need to copy selected bone weight to enable the TBBP/HDT on the outfit even the outfit was TBBP/HDT enabled before?

Yes, or the reference body's weights won't match the outfit's weights and cause clipping.

Posted

What was the difference between "copy bone weights" and "copy SELECTED bone weights" ?

 

Might be good to know because i'm starting with the CT77 outfits for UUNP now - Chrono seems to have disappeared, version 6.0 overdue for 2.5 months, and we definitely need something for UUNP so people have a reason to use it for more than just running around naked ;)

 

 

PS.: and i'm gonna keep it somewhat small, so far only the popular 7B+UNP sliders are supported by me.

The special/exotic bodies like UNPSH, Manga Body etc. each require about as much work as all the other sliders together. This is due to the low poly count on the CT77 outfits.

 

PS#2: Oh and it might be a better idea to convert the KillerKeo outfits first ;)

Posted

As the name suggests, "Copy Selected Weights" only copies the weights assigned to the bones you currently have selected in the bones tab from the reference to the chosen shape.

CT77 isn't really gone, he's the one that's done the weighting updates for CBBE 3.3 and 3.4.

 

That's a big goal. Make sure you have an optimized work flow and know how to use Mesh Rigger for copying weights, because you will need it.

Posted

 


Yep the CT77 outfits are a huge undertaking, alone due to most outfits having like 3-10 zap sliders, leggings and whatnot.

The KK outfits however are just 1 mesh with an open bustier, so everything i tested seems to work with just a few clicks on the planned UUNP sliders.
And their cut is extremely loose so i don't expect much trouble with weighting. Not the premium choice, but it is a start.

Oh and i am not going to test for any original BS2 sliders, these usually work anyways but don't expect stuff like 100% SSH or ChubbyLegs in combination with UUNP.
This is just to have a basic vanilla+DLC set to be used with the actual UUNP sliders.



_____

update..


Hmm it's working really nice on some outfits, HDT bouncing happily and i'm getting actually less clipping in-game than in OS ;)
This is the KK Draugr armor with just conformsliders/copyweights using the UUNP-7BO preset:


UeWc3RW.png
hKyOlwj.png
puNYOdK.png



Boots are fairly okay (i could use the footwear sets from CB++ as base), only the gloves don't match at all below 100 weight:


8qLK1b0.png
zr5z8yb.png


-----> Any suggestions for gloves?
I suppose using the CT77 gloves slidersets might work, as long as the seam is concealed. I'd rather not mess around with the vanilla hand and glove meshes in OS (other than slider conforming/editing), as i remember that hand weighting is one of the most problematic parts (see "spaghetti fingers" issues).



And another thing i noticed is that a few vanilla/KK outfits are impossible to work with due to low poly count. Thieves Guild Armor for example.

Any good suggestions for a higher poly TG replacer that doesn't use this vanilla chest piece with the strap? Should be using vanilla textures, even if it's just a bra with pauldrons.
edit: Thieves Guild Duelist Armor should fix that. Guess there will be more trouble ;)


_____


update 2 - i'm having some trouble making this a standalone that doesn't need the original CB++ KillerKeo files.

I am saving all projects into the my own sliderset.xml (with corrected UUNP-filenames and folderpaths), and somehow OS is not exporting the .bsd files for each outfit. First it works when i test it in BS2, then after removing the CB++ slidersets and restarting BS2, everything is messed up on the UUNP sliders.
Then i repeat the process to load reference, conform sliders, save project, but still no .bsd files for each outfit.

Probably i'll just make the slidersets from scratch (new project with UUNP HDT and the KK meshes), and end up with my own "mashup" of outfits similar to what ILC did.

Posted

 

 

 

 

 

 

 

 

Which guide should I use if I want to fix the clipping on the someone's bodyslide conversion?

I actually questioning which one is the proper guide to use between guide#2 or guide#3.

It depends on what you mean by 'fix.' If it were me, I'd load up their project and go through the sliders like I would on any conversion and use the brushes/zaps to fix clipping wherever it was found.

 

If you just want to make sure it fits your preset the way you want it to, then you can follow guide #2, load your preset and fix clipping on those settings only. That's probably what I would recommend. The disadvantage is that if you ever wanted to change your preset, you may need to do fix it again.

Ah yes, I see, actually I might just want to make the outfit fits with my preset, but is there still a way when I follow the guide#2 the clipping permanently fixed?

Once the changes are made, the changes are made; they're not going to magically revert back unless you re-download the original. I just mean, when you fix it for one specific set of settings that does not necessarily mean it will fix for all settings going forward. Whereas going through the list of settings in its entirety would make the sliders as a whole more accurate (like you would if you made your own conversion from scratch) and could improve the quality of all presets going forward. Going through the list is obviously much more work, it just depends on what you want to do.

 

If you're only planning to use one preset, then I would fix it for that one preset. But, should you dramatically change your preset in the future, you may need to load this new preset and fix it as well.

 

 

I see, thx for your answers. Also do I need to copy selected bone weight to enable the TBBP/HDT on the outfit even the outfit was TBBP/HDT enabled before?

Yes, or the reference body's weights won't match the outfit's weights and cause clipping.

 

I see, thx pal.

Posted

 

So i loaded up the stuff ready to convert from unp to CBBE and i think i went wrong somehow, since this is what appeared right after i started a new project :lll

Oh man. Modders/plugins and their outfit mesh exports...

You will have to select and use "Shape -> Scale Shape" on each of your outfit shapes to the right to make them fit the reference body.

 

 

Okay how the hell do i find out which scaling and offset these non-standard armors are using?

 

This is for example the original Lustrianna Daedric UNP Replacer in nifskope:

post-134589-0-17857600-1429294039_thumb.jpg

So these armors don't even match their own base shape body. No idea how to make that fit in OS, there are endless possible combinations for scale and offset.

Posted

Still having a problem copying weights for long dresses. I tried importing the foot mesh and copying from there, but it still didn't work.

 

Any suggestions other than loading the stuff into Blender and doing it there? I'd like to avoid that because its such a pain in the ass. (why do we still not have proper blender NIF scripts for Skyrim, close to 4 years later...)

 

Okay how the hell do i find out which scaling and offset these non-standard armors are using?

 

This is for example the original Lustrianna Daedric UNP Replacer in nifskope:

attachicon.giflustriannaNIFskope.jpg

So these armors don't even match their own base shape body. No idea how to make that fit in OS, there are endless possible combinations for scale and offset.

 

Jesus thats some unprofessional work. I never would have stood for that in my Oblivion days.  :@

Posted

 

 

So i loaded up the stuff ready to convert from unp to CBBE and i think i went wrong somehow, since this is what appeared right after i started a new project :lll

Oh man. Modders/plugins and their outfit mesh exports...

You will have to select and use "Shape -> Scale Shape" on each of your outfit shapes to the right to make them fit the reference body.

 

 

Okay how the hell do i find out which scaling and offset these non-standard armors are using?

 

This is for example the original Lustrianna Daedric UNP Replacer in nifskope:

attachicon.giflustriannaNIFskope.jpg

So these armors don't even match their own base shape body. No idea how to make that fit in OS, there are endless possible combinations for scale and offset.

 

 

What kind of offsets and scales are you talking about? You mean when you load it into OS it doesn't fit the reference? You can always take a look at the NiTriShapes of the armor in NifSkope and see if you can find translation values, or look at the NiSkinData's "Skin Transform".

 

 

Still having a problem copying weights for long dresses. I tried importing the foot mesh and copying from there, but it still didn't work.

 

Any suggestions other than loading the stuff into Blender and doing it there? I'd like to avoid that because its such a pain in the ass. (why do we still not have proper blender NIF scripts for Skyrim, close to 4 years later...)

 

Okay how the hell do i find out which scaling and offset these non-standard armors are using?

 

This is for example the original Lustrianna Daedric UNP Replacer in nifskope:

attachicon.giflustriannaNIFskope.jpg

So these armors don't even match their own base shape body. No idea how to make that fit in OS, there are endless possible combinations for scale and offset.

 

Jesus thats some unprofessional work. I never would have stood for that in my Oblivion days.   :@

 

 

Copying weights from feet to the dress doesn't help. The body has all the weights you need for it. After copying, you have to manually adjust/fix the thigh and calf weights like Caliente does in her video. I think there's also some kind of skirt bone in the vanilla and other skeletons, maybe see how the vanilla dresses do it.

 

Posted

What kind of offsets and scales are you talking about? You mean when you load it into OS it doesn't fit the reference? You can always take a look at the NiTriShapes of the armor in NifSkope and see if you can find translation values, or look at the NiSkinData's "Skin Transform".

Alright the Lustrianna Daedric does not have any values in Translation/Scale or Skin Transform. Maybe the author really designed it that way with the nipples in the wrong place and the panty halfway inside the body (you don't see the panty unless you zap the skirt).

 

Definitely gonna check future outfits for those 2 entries (Skin Transform was new to me), thanks :)

 

 

Another thing - "Unweighted Vertices" Warning, how do i figure out which mesh is unweighted and where? Or should i skip OS weight copy and go straight to KGtools?

Got this problem on KillerKeo's Archmage and Lustrianna's Daedric so far.

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