Jump to content

[Unofficial] Bodyslide 2/Outfit Studio Tutorials


Recommended Posts

Posted

 

 

 

 

Load the project's NIF file (from the ShapeData folder) as an outfit and the femalefeet_1.nif as a reference. Copy their bone weights and see if it fixes anything (copy from body to boots first, and afterwards from feet to boots).

 

I tried that, even tried deleting all existing bones first, but still the error occurred. I really don't know what's different with those boots compared to others which worked fine...

 

Btw, if I do copy from both sources though, I have unweighted vertices as shown in the screenshot below. I fixed that, by giving the Thighs a minimal weight - I hope that's how you do it...

 

attachicon.gifboots.jpg

 

 

With NifSkope, try "Spells -> Batch -> Make All Skin Partitions" (with 24 instead of 18 and unchecking "Stripify").

Posted

First, thank you for the great guides. I do have a question, I read through them as best I could and got Guide 1 to work perfectly for me. Now I want to apply the same steps for other armors/clothing pieces. Basically I am attempting to convert Arousing Armors to CBBE for my own use. I cannot find information in the guides that explains how to use the Conversion Reference I made for the first outfit on others. Is there an easy way to do this, or do I have to note the slider positions I used and duplicate them each time for each outfit I want to convert?

 

Still looking for an answer for this. I ended up writing a script for my keyboard to do the work for me, but it seems this should be a feature of BS that I am just missing. 

Posted

How would you go about applying a slider set to an outfit that it wasn't originally made for? Or.. I guess if the armor is identical in all but its texture, could I copy the slider set's target's meshes over the desired one's?

Posted

Following "GUIDE 5: Outfit Studio's "Set Textures" feature" I tried to change a mesh's texture (after converting it to another body), but then the texture doesn't seem to be spanning over all the mesh...

 

 

 

post-49167-0-09897000-1452950790_thumb.jpg

 

 

Posted

Following "GUIDE 5: Outfit Studio's "Set Textures" feature" I tried to change a mesh's texture (after converting it to another body), but then the texture doesn't seem to be spanning over all the mesh...

 

 

 

 

Probably because the texture either 1.) has an alpha channel around there or 2.) wasn't made for this mesh (because of the alpha channel).

Posted

 

Following "GUIDE 5: Outfit Studio's "Set Textures" feature" I tried to change a mesh's texture (after converting it to another body), but then the texture doesn't seem to be spanning over all the mesh...

 

 

 

 

Probably because the texture either 1.) has an alpha channel around there or 2.) wasn't made for this mesh (because of the alpha channel).

 

So either way, if this happens I can't use the feature but have to convert all variants that use "the same" texture?

Posted

 

 

Following "GUIDE 5: Outfit Studio's "Set Textures" feature" I tried to change a mesh's texture (after converting it to another body), but then the texture doesn't seem to be spanning over all the mesh...

 

 

 

 

Probably because the texture either 1.) has an alpha channel around there or 2.) wasn't made for this mesh (because of the alpha channel).

 

So either way, if this happens I can't use the feature but have to convert all variants that use "the same" texture?

 

 

What do you mean? If the mesh was made for that texture variant, then what you're seeing in OS is what it's supposed to look like.

Posted

 

 

 

 

Following "GUIDE 5: Outfit Studio's "Set Textures" feature" I tried to change a mesh's texture (after converting it to another body), but then the texture doesn't seem to be spanning over all the mesh...

 

 

 

 

Probably because the texture either 1.) has an alpha channel around there or 2.) wasn't made for this mesh (because of the alpha channel).

 

So either way, if this happens I can't use the feature but have to convert all variants that use "the same" texture?

 

 

What do you mean? If the mesh was made for that texture variant, then what you're seeing in OS is what it's supposed to look like.

 

 

 

I actually just finished working on that outfit. Even though it looks exactly the same, the two different outfits have different vertex counts and different UVs. Meaning, you will have to convert it twice.

 

In frustration, I baked the textures onto the original UV. So now they use the same mesh and I replaced the textures. I really can't say it was faster than converting the second outfit. But I do feel better about it.

 

Edit: Here's the new textures if you want to use them. Not thoroughly tested, but looked okay.

nezzar textures.7z

Posted

If I could ask for one thing it would be that OS shows the name of the active nif file you are currently editing somewhere, in the header bar maybe ...

Posted

Okay I have a question. I was using outfit studio to fit an outfit to a custom body. The outfit, the Timerender Robes from the TERA armors collection, came with it's own body as the outfit showed some cleavage. As per the instructions, I deleted this body so I could properly mesh the outfit. But when I put the outfit on in-game... there's no body, just an empty void. Did I miss a step? What do I do to have the base body show up under the outfit?

 

 

Posted

Okay I have a question. I was using outfit studio to fit an outfit to a custom body. The outfit, the Timerender Robes from the TERA armors collection, came with it's own body as the outfit showed some cleavage. As per the instructions, I deleted this body so I could properly mesh the outfit. But when I put the outfit on in-game... there's no body, just an empty void. Did I miss a step? What do I do to have the base body show up under the outfit?

 

Did you add a body back, preferably the nif of the actual body you're converting for? For more detail, you can copy the shape by right clicking the name in the list on the right of the reference body, name it accordingly, then the outfit will contain the body you're using.

Posted

 

Okay I have a question. I was using outfit studio to fit an outfit to a custom body. The outfit, the Timerender Robes from the TERA armors collection, came with it's own body as the outfit showed some cleavage. As per the instructions, I deleted this body so I could properly mesh the outfit. But when I put the outfit on in-game... there's no body, just an empty void. Did I miss a step? What do I do to have the base body show up under the outfit?

 

Did you add a body back, preferably the nif of the actual body you're converting for? For more detail, you can copy the shape by right clicking the name in the list on the right of the reference body, name it accordingly, then the outfit will contain the body you're using.

 

 

Most likely not. So what I do is load up a project with the edited clothes mesh and the custom body I'm using. Copy the .nif of the body, which will now be in the .nif of the outfit, then save it?

 

EDIT: This fixed the problem I was having. Thank you dTd.

Posted

If I could ask for one thing it would be that OS shows the name of the active nif file you are currently editing somewhere, in the header bar maybe ...

 

I did this for my Material Editor, but for Outfit Studio it doesn't really make much sense, as you can load and add any sort of NIF during the process. So it's not really a specific NIF file anymore.

Posted

 

If I could ask for one thing it would be that OS shows the name of the active nif file you are currently editing somewhere, in the header bar maybe ...

 

I did this for my Material Editor, but for Outfit Studio it doesn't really make much sense, as you can load and add any sort of NIF during the process. So it's not really a specific NIF file anymore.

 

 

Yes but I always get distracted by something when working on a nif and when converting large armors with multiple files I forget which one I'm on braA.nif, bradB.nif, braC.nif and so on ... help a guy out :)

Posted

 

 

If I could ask for one thing it would be that OS shows the name of the active nif file you are currently editing somewhere, in the header bar maybe ...

 

I did this for my Material Editor, but for Outfit Studio it doesn't really make much sense, as you can load and add any sort of NIF during the process. So it's not really a specific NIF file anymore.

 

 

Yes but I always get distracted by something when working on a nif and when converting large armors with multiple files I forget which one I'm on braA.nif, bradB.nif, braC.nif and so on ... help a guy out :)

 

It's most likely not something I'm gonna be adding, sorry.

However, what you can do for yourself, is temporarily give the project a name in the form of the .nif file name.

 

"File -> Load Outfit" -> Enter the name of the file name you don't want to forget into the "Display Name" text box.

It will then be displayed in the shape list to the right until you save the project under a different name.

Posted

I'm trying to wrap my head around the batch build and getting nowhere with it...

Apparently a set must be present in its average game data asset, but must also have a copy broken down into folder-slider structure, that has to be available inside Bodyslide's own folder structure, then it has to be selected at the group filter, then I must save my slider group again and mark the new outfit in my own slider preset.

But from that point on, there just isn't anything left to do and batch building won't convert the outfit either.

I'm very confused about the workflow in this cuz I don't really see the need for groups neither groups of groups nor filters of groups, why do I even need to group body slides when my goal is to get just 1... I mean, why can't the workflow of outfit studio be the base for this? which would consist simply of tagging a nhk with it's own body slider and let the batch convert it to default unp, get a base shape and from that use the sliders again to generate low and high body variants?

Posted

I'm trying to wrap my head around the batch build and getting nowhere with it...

 

Apparently a set must be present in its average game data asset, but must also have a copy broken down into folder-slider structure, that has to be available inside Bodyslide's own folder structure, then it has to be selected at the group filter, then I must save my slider group again and mark the new outfit in my own slider preset.

 

But from that point on, there just isn't anything left to do and batch building won't convert the outfit either.

 

I'm very confused about the workflow in this cuz I don't really see the need for groups neither groups of groups nor filters of groups, why do I even need to group body slides when my goal is to get just 1... I mean, why can't the workflow of outfit studio be the base for this? which would consist simply of tagging a nhk with it's own body slider and let the batch convert it to default unp, get a base shape and from that use the sliders again to generate low and high body variants?

 

 

"Batch Build' is specifically for building groups of outfits as opposed to going through each and building them individually. If you only want to build the one outfit, click the big "Build" button at the bottom.

 

I'm not sure what exactly you're trying to do. Assuming the outfit is setup correctly, you adjust the sliders as you like or set a pre-saved set of slider values and click "Build" to export the meshes. The group filters are only there to make it easier to find things, or build specific outfits without going through your entire list and (un)checking them one at a time.

Posted

 

Assuming the outfit is setup correctly.

That's the part I don't get. Every post, manual, guide assumes this is done right, yet I don't even get to pick the outfits inside bodyslide, even less make a group of them.

 

I can load them on outfit studio with auto textures being applied and all, convert them into any slider set I like or saved on bodyslide, but I don't get an option to pick several outfits on bodyslide and make a batch build.

 

There is but one set selectable at the group filter (wolf bikini), which I assume is only there because the author provided this folder of slider-set files setup for bodyslide, yet Bodyslide still won't build on top of it.

 

I believe it's instaled correctly, bodyslide is inside Caliente's folder, inside the game data, game data path and skeleton ar also pointing to the right places.

Posted

Right now I'm following the first guide to convert an outfit to fit the UNPB body I'm using.

I've put the result into my overwrite folder to test it ingame and it seems so far only the body morphs are working.

HDT-physics and body weight aren't showing any effect on the outfit.

(Breasts are bouncing/clipping through the static outfit.)

 

Do you have to repeat the same for the _0.nif to get the body weight working?

 

Edit:

Meh, I've repeated the same procedure for the low weight .nif variant of the outfit but it ended up looking just the same as the high weight one.

Posted

 

 

Assuming the outfit is setup correctly.

That's the part I don't get. Every post, manual, guide assumes this is done right, yet I don't even get to pick the outfits inside bodyslide, even less make a group of them.

 

I can load them on outfit studio with auto textures being applied and all, convert them into any slider set I like or saved on bodyslide, but I don't get an option to pick several outfits on bodyslide and make a batch build.

 

There is but one set selectable at the group filter (wolf bikini), which I assume is only there because the author provided this folder of slider-set files setup for bodyslide, yet Bodyslide still won't build on top of it.

 

I believe it's instaled correctly, bodyslide is inside Caliente's folder, inside the game data, game data path and skeleton ar also pointing to the right places.

 

 

 

You don't need to make a group slider in order to batch build. It's there more to limit outfit building, not to expand it. Meaning, if you have a million outfits installed but you don't want to build all of them but only some new ones you just downloaded, you use group filters or start typing in the search filter to limit which outfits appear in both your bodyslide and batch build display.

 

Make sure you check all the relevant boxes when you save your preset. And make sure nothing is typed into your group filter nor search filter when you click batch build. Without any filters, you should get a list of every single outfit you have installed and can mark which you want to build.

 

Right now I'm following the first guide to convert an outfit to fit the UNPB body I'm using.

I've put the result into my overwrite folder to test it ingame and it seems so far only the body morphs are working.

HDT-physics and body weight aren't showing any effect on the outfit.

(Breasts are bouncing/clipping through the static outfit.)

 

Do you have to repeat the same for the _0.nif to get the body weight working?

 

Edit:

Meh, I've repeated the same procedure for the low weight .nif variant of the outfit but it ended up looking just the same as the high weight one.

 

 

You have to apply the bone weights to the outfit. The body has them, the outfit doesn't. In Outfit Studio with your reference body highlighted, click on the Bones tab, control+click the HDT bones (Belly, L/R Butt, L/R Breast) to highlight them, go back to your shapes and highlight your outfit. Shape > Copy Selected Weights.

Posted

 

 

 

[...]

 

Right now I'm following the first guide to convert an outfit to fit the UNPB body I'm using.

I've put the result into my overwrite folder to test it ingame and it seems so far only the body morphs are working.

HDT-physics and body weight aren't showing any effect on the outfit.

(Breasts are bouncing/clipping through the static outfit.)

 

Do you have to repeat the same for the _0.nif to get the body weight working?

 

Edit:

Meh, I've repeated the same procedure for the low weight .nif variant of the outfit but it ended up looking just the same as the high weight one.

 

 

You have to apply the bone weights to the outfit. The body has them, the outfit doesn't. In Outfit Studio with your reference body highlighted, click on the Bones tab, control+click the HDT bones (Belly, L/R Butt, L/R Breast) to highlight them, go back to your shapes and highlight your outfit. Shape > Copy Selected Weights.

 

 

 

 

 

I'm following your description exactly but still no bouncy outfit D:

And It seems like I can't figure out how to make differing body weight variants, too.

There must be something I'm doing wrong even though I'm following the steps to my best knowledge.

I've done the first guide three times over - all with the same results :x

 

Edit:

Okay, after my fourth try I got the HDT-part to work.

Before I had just loaded an earlier created project instead of making a new one, seems like that was the reason.

It still got some clipping issues but that's something for me to iron out.

Thanks for your advice :)

 

What now remains is the body weight issue.

Posted

Downloaded BOdyslide and Outfit studio v3.1b from Nexus, deleted 2.8a's folder before installing. Manually installed it, copied my own slider preset back into the slider preset folder, I did read something on Nexus comments about a registry issue, and that the user is supposed to play Skyrim through Steam at least once...

 wanted to avoid this cuz I know how screwd up skyrim can get after reattempting to run it through Steam, and that's pretty much what happened, ctd through Steam, and then it started CTD while loading from Skse's loader, I was honestly not in the mood to fix Skyrim, luckly since Wrye Smash was still open, refreshing it seens to have fixed the loader, I'm just hoping it was just esps turned off by Steam laucher, and back on by Wryebash, and the game so far stoped CTDing, altho I have no clue if there are further messed up ini files or cfgs to fix.

I can select the wolf set outfits and batch render them, but this works exclusively for files that the author provided a bodyslide setup (sliderset, shapedata and slidergroup folders), Bodyslide remains oblivious about the remaining of my assets.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...