Owrom Posted February 5, 2014 Posted February 5, 2014 These should have been bugfixed long ago. The bug was caused by the 7b meshes having incompatible vertex orders. But vertex order is an easy problem to fix. I've fixed it a month ago, but didn't upload yet because I wanted to wait until Cali's done with the next version of BS/OS. However... here they are, 7B fixes, ADEC, CHSBHC and CBPE. Do what you want with it. ah yeah, thank you!
soshi Posted February 5, 2014 Posted February 5, 2014 Can someone help me. I'm trying to convert ChaPi clothing to BodySlide and i've got a big issue. In OutfitStudio, it looks quite good in the preview window, there are no troubles But ingame, my character is invisible and the clothing piece is showing... ???
blabba Posted February 5, 2014 Author Posted February 5, 2014 @soshi Did you import the body reference?
soshi Posted February 5, 2014 Posted February 5, 2014 @soshi Did you import the body reference? I deleted the reference shape which comes with the outfit. And curiously, some of my others ChaPi conversions show correctly ingame...
Skyrimfloo Posted February 6, 2014 Posted February 6, 2014 I tried to convert these piercings to bodyslide, but again I ran into a similar problem I had when trying to work on the DPnTrielek outfit: the piercings get horribly warped as you modify the sliders. Is there any viable way to do this without crapping the shape of these piercings? I was thinking about loading my already created body meshes (both 0 and 100 weight) as presets and simply move the piercings in place with the move tool, then save and keep these files instead of creating them in BodySlide. I'm not sure if this would work, but I suppose that if the game uses both the min and max weights as references, if both have the same shape for the piercings they should stay the same. This will surely be a pain in the ass to do since there are lots of piercings if you count the color variations (hopefully I can just modify a single instance of each piercing and change the textures), and there's a couple chained piercings that I suppose I have no option but to make it with Bodyslide, since if not I won't be able to align the chains. Any advice?
blabba Posted February 6, 2014 Author Posted February 6, 2014 I tried to convert these piercings to bodyslide, but again I ran into a similar problem I had when trying to work on the DPnTrielek outfit: the piercings get horribly warped as you modify the sliders. Is there any viable way to do this without crapping the shape of these piercings? I was thinking about loading my already created body meshes (both 0 and 100 weight) as presets and simply move the piercings in place with the move tool, then save and keep these files instead of creating them in BodySlide. I'm not sure if this would work, but I suppose that if the game uses both the min and max weights as references, if both have the same shape for the piercings they should stay the same. This will surely be a pain in the ass to do since there are lots of piercings if you count the color variations (hopefully I can just modify a single instance of each piercing and change the textures), and there's a couple chained piercings that I suppose I have no option but to make it with Bodyslide, since if not I won't be able to align the chains. Any advice? O.o ingenious idea, around the whole piercing issue problem. Your right about piercings and such getting warped (need to find a way or request that feature to be added xD) Another problem with piercings is the weighting doesn't match perfectly with breasts and stuff , So you may need to do trial and error on that part (if you use TBBP or other such things) But yea the guides for doing what you've asked should be Guide 3 and Guide 5. Basically: Load your created meshes from Bodyslide into Outfit Studio as a reference, Load your piercing meshes, follow Guide 3 And then Follow Guide 5 for the 'set textures' option.
pinky6225 Posted February 6, 2014 Posted February 6, 2014 Could someone explain what I've done wrong here please since I've created the body and then used build batch to create the outfits and while wearing armour the belts display correctly but when nude they clip at the front. Thanks
Owrom Posted February 6, 2014 Posted February 6, 2014 Could someone explain what I've done wrong here please since I've created the body and then used build batch to create the outfits and while wearing armour the belts display correctly but when nude they clip at the front. Thanks if there is no clipping in other circumstances like standing idles walking etc. then this clipping might occur due this special animation. and that's where to adress this clipping. a fix in this case might be making the bodymesh invisible below the belt, but this is filigran work in this case of armor. neither can i explain how to. i only saw a vid where wavion makes a whole body invisible below a robe to prevent this situation. 2nd guess is far less exotic when the clippings occur in all animations, standing walking. the whole conversation ( like guide #1 ) got some little fails.
Skyrimfloo Posted February 6, 2014 Posted February 6, 2014 O.o ingenious idea, around the whole piercing issue problem. Your right about piercings and such getting warped (need to find a way or request that feature to be added xD) Another problem with piercings is the weighting doesn't match perfectly with breasts and stuff , So you may need to do trial and error on that part (if you use TBBP or other such things) But yea the guides for doing what you've asked should be Guide 3 and Guide 5. Basically: Load your created meshes from Bodyslide into Outfit Studio as a reference, Load your piercing meshes, follow Guide 3 And then Follow Guide 5 for the 'set textures' option. The problem to this method is that you con't be able to recreate exactly the same shape for any piercing made of several shapes, since you can't select multiple models and move them together. This shouldn't be an issue as long as it doesn't look too obvious, but it would be nice if the creators also allowed this to happen. So, as a double suggestion, I'd say that we need to be able to select multiple meshes and modify them together, and it would be nice to have a tool that we could use to move THE WHOLE POLY at once, not just a couple vertices.
blabba Posted February 6, 2014 Author Posted February 6, 2014 The problem to this method is that you con't be able to recreate exactly the same shape for any piercing made of several shapes, since you can't select multiple models and move them together. This shouldn't be an issue as long as it doesn't look too obvious, but it would be nice if the creators also allowed this to happen. So, as a double suggestion, I'd say that we need to be able to select multiple meshes and modify them together, and it would be nice to have a tool that we could use to move THE WHOLE POLY at once, not just a couple vertices. Hmm, have you tried turning off connected vertices mode off? I'm pretty sure I tried converting that pack of piercings before and I was able to move the entire piercing with a large enough brush and 'Connected Vertices' Mode off. Try that and see, although it may not work for ALL meshes it should at least work for most piercing meshes.
Vancien Posted February 6, 2014 Posted February 6, 2014 Greetings. Thank you for this guide, I am sure to use it plenty in the future. I have a question regarding Outfit Studio and Jewelry. Is it possible to convert Jewelry set for Vanilla to the CBBE body? I have it working in game but its clipping I think because of the CBBE body. I asked this in the conversion post but they are busy with their conversions. I'm not sure anyone noticed my question. I had to edit this jewelry in TES5Edit for default race as I am using a custom Lunari race. Now, if this is something I can fix in TES5Edit, I'd be happy to do so. Please point me in the proper direction. But I thought perhaps since parts of this jewelry fall under Armor, I may be able to fix the clipping issues within Outfit Studio. Any feedback is greatly appreciated. Van
blabba Posted February 6, 2014 Author Posted February 6, 2014 Greetings. Thank you for this guide, I am sure to use it plenty in the future. I have a question regarding Outfit Studio and Jewelry. Is it possible to convert Jewelry set for Vanilla to the CBBE body? I have it working in game but its clipping I think because of the CBBE body. I asked this in the conversion post but they are busy with their conversions. I'm not sure anyone noticed my question. I had to edit this jewelry in TES5Edit for default race as I am using a custom Lunari race. Now, if this is something I can fix in TES5Edit, I'd be happy to do so. Please point me in the proper direction. But I thought perhaps since parts of this jewelry fall under Armor, I may be able to fix the clipping issues within Outfit Studio. Any feedback is greatly appreciated. Van O.o A bit more information needed, like did you already try using OS (Outfit Studio) for translating the piercing meshes to CBBE? I don't think TES5Edit will help you in terms of clipping issues as that's related to mesh problems.
Vancien Posted February 6, 2014 Posted February 6, 2014 Greetings. Thank you for this guide, I am sure to use it plenty in the future. I have a question regarding Outfit Studio and Jewelry. Is it possible to convert Jewelry set for Vanilla to the CBBE body? I have it working in game but its clipping I think because of the CBBE body. I asked this in the conversion post but they are busy with their conversions. I'm not sure anyone noticed my question. I had to edit this jewelry in TES5Edit for default race as I am using a custom Lunari race. Now, if this is something I can fix in TES5Edit, I'd be happy to do so. Please point me in the proper direction. But I thought perhaps since parts of this jewelry fall under Armor, I may be able to fix the clipping issues within Outfit Studio. Any feedback is greatly appreciated. Van O.o A bit more information needed, like did you already try using OS (Outfit Studio) for translating the piercing meshes to CBBE? I don't think TES5Edit will help you in terms of clipping issues as that's related to mesh problems. Hi Blabba, No, I have not loaded anything into OFS as of yet. I wanted to know whether they would load, assuming I'd probably be using the .nif files for the Jewelry meshes? I have a few pictures I can share for you to see what it looks like thus far. The first hurdle was even getting them to show up. Which obviously I have accomplished, they just aren't showing in full. The ring, seems to work fine. The necklace however does not. I'd be a little lost as to what to change using OFS. Blend the areas clipping around the neck and chest?
Skyrimfloo Posted February 6, 2014 Posted February 6, 2014 The problem to this method is that you con't be able to recreate exactly the same shape for any piercing made of several shapes, since you can't select multiple models and move them together. This shouldn't be an issue as long as it doesn't look too obvious, but it would be nice if the creators also allowed this to happen. So, as a double suggestion, I'd say that we need to be able to select multiple meshes and modify them together, and it would be nice to have a tool that we could use to move THE WHOLE POLY at once, not just a couple vertices. Hmm, have you tried turning off connected vertices mode off? I'm pretty sure I tried converting that pack of piercings before and I was able to move the entire piercing with a large enough brush and 'Connected Vertices' Mode off. Try that and see, although it may not work for ALL meshes it should at least work for most piercing meshes. That only works for shapes that are in the same mesh, but if you have multiple meshes you can't do that. In the mod I posted, for example, the piercings with the flowers have three or four meshes.
blabba Posted February 6, 2014 Author Posted February 6, 2014 Hi Blabba, No, I have not loaded anything into OFS as of yet. I wanted to know whether they would load, assuming I'd probably be using the .nif files for the Jewelry meshes? I have a few pictures I can share for you to see what it looks like thus far. The first hurdle was even getting them to show up. Which obviously I have accomplished, they just aren't showing in full. The ring, seems to work fine. The necklace however does not. I'd be a little lost as to what to change using OFS. Blend the areas clipping around the neck and chest? Jewrareee1.jpgJewrareee2.jpgJewrareee3.jpg NP, for basics and if your not using TBBP or BBP it's best if you try following Guide 3 (I still have yet to do a guide on piercings, you'll see it's on my to-do list) Don't worry about weighting issues, and once you try using OS and following a guide you'll get the hang of it very quickly and can then ask for detailed help/questions. Yes those above clipping issues can be fixed in OS (with some effort xD) but to be honest I think it may be easier in 3dsMax or Blender to do piercing alignments.
blabba Posted February 6, 2014 Author Posted February 6, 2014 That only works for shapes that are in the same mesh, but if you have multiple meshes you can't do that. In the mod I posted, for example, the piercings with the flowers have three or four meshes. Not true, if you try out SED7's piercing sets their are 2 different mesh pieces that show up on the mesh tab, ball and ring. When I turn off connected vertices and make the brush big enough, I can move both the ball mesh (separate on the mesh tab) and the ring mesh together (again, separate on the mesh tab) So my suggestion is again to try that (It doesn't always work though). Otherwise for now your only hope is to use 3dsMax and/or Blender.
Vancien Posted February 6, 2014 Posted February 6, 2014 Hi Blabba, No, I have not loaded anything into OFS as of yet. I wanted to know whether they would load, assuming I'd probably be using the .nif files for the Jewelry meshes? I have a few pictures I can share for you to see what it looks like thus far. The first hurdle was even getting them to show up. Which obviously I have accomplished, they just aren't showing in full. The ring, seems to work fine. The necklace however does not. I'd be a little lost as to what to change using OFS. Blend the areas clipping around the neck and chest? Jewrareee1.jpgJewrareee2.jpgJewrareee3.jpg NP, for basics and if your not using TBBP or BBP it's best if you try following Guide 3 (I still have yet to do a guide on piercings, you'll see it's on my to-do list) Don't worry about weighting issues, and once you try using OS and following a guide you'll get the hang of it very quickly and can then ask for detailed help/questions. Yes those above clipping issues can be fixed in OS (with some effort xD) but to be honest I think it may be easier in 3dsMax or Blender to do piercing alignments. No body piercings. If I were to go that far, I'd likely start venturing to create my own. Seems like much less of a headache to something already created and I prefer a natural look. It's simply the necklace as shown in pictures that is clipping. Is that considered a piercing? I certainly hope not because my 3DSMax skill is "old" and no longer installed. Thanks for the info.
blabba Posted February 6, 2014 Author Posted February 6, 2014 No body piercings. If I were to go that far, I'd likely start venturing to create my own. Seems like much less of a headache to something already created and I prefer a natural look. It's simply the necklace as shown in pictures that is clipping. Is that considered a piercing? I certainly hope not because my 3DSMax skill is "old" and no longer installed. Thanks for the info. Ahh you meant the necklaces, well my only suggestion on that is to try and see, some work and some don't from my own personal experiences. OS currently doesn't support fully Boots/Gloves and Accessories, however some still do work fine in it. If it loads up in OS way off the reference body, then chances are it's gonna be a bigger pain to do it in OS than if you did it in 3dsmax/Blender.
Skyrimfloo Posted February 6, 2014 Posted February 6, 2014 Not true, if you try out SED7's piercing sets their are 2 different mesh pieces that show up on the mesh tab, ball and ring. When I turn off connected vertices and make the brush big enough, I can move both the ball mesh (separate on the mesh tab) and the ring mesh together (again, separate on the mesh tab) So my suggestion is again to try that (It doesn't always work though). Otherwise for now your only hope is to use 3dsMax and/or Blender. Well, it doesn't work for me. =(
blabba Posted February 6, 2014 Author Posted February 6, 2014 @ skyrimfloo we can always ask Caliente&Cell to make it a feature request for us xD Though to be honest I think both of them, have their hands full as it is
Skyrimfloo Posted February 7, 2014 Posted February 7, 2014 Well, nothing bad for asking, or is it? If I were to ask I'd say the program would greatly benefit from the ability to mask meshes so that they can be "moved as a whole" by sliders, but not warped. This way, we would be able to include shapes in our outfits that only move along the body, like piercings, without getting them absolutely destroyed by them. I've been thinking about alternative ways to adress this issue, and I just though about another possibility, but I don't feel like testing this now after working for hours on another failed attemp, but here's the idea: If we edit the body as intended, as if we were to create a normal BodySlide conversion, and then comform to sliders, the problem is, as we know, that some of the armor parts get messed because they shouldn't get warped, such as piercings. Could we not conform to sliders these meshes in particular... but edit the position of the meshes using the edit slider options? This would be a more troublesome way to adress this because we'd have to test and edit every single slider that changes the placement of that mesh in any way, but it might work. So, the idea would be: we import the outfit into Outfit Studio. We follow your tutorial on creating a conversion slider, but we don't touch any shape we want to keep, and we don't comform them to sliders. Once we have the whole outfit converted, minus these shapes, we manually edit them using the edit slider tools to put them in shape on every slider that would affect its placement. In theory, if my guess is correct, this should do the trick. if you don't want to test this yourself, I'll do it later and report. On other matters... I think I almost got that fucker DPnTrielek armor to work with my body shape, but again I ran into problems. Here are the files: DPnTrielekMix.zip Unfortunately, because of the piercings, I had to give up on a full BodySlide conversion and simply attemp to convert it to the body I'm using, which is your HDT body with belly weights. I worked with the concept I wrote about before: editing both weight meshes manually to keep the piercings in place, which was rather troublesome but I managed. This is a proof of concept, for example the boots clip very badly with the cuirass leg piece, but I suppose if this worked I'd start thinking about fixing the boots. I was very proud of myself because I was finally able to edit the annoying belly jewels properly. Now, the problem is that, while in Outfit Studio everything looks fine, in game it looks freaky. Her butt is crushed into one of her thights, one of the arms looks twisted into a knot and her breasts are in a very bizarre position. I have no idea of what went wrong. As far as I can tell, the problem is the body mesh itself, not the armor meshes, since they seem to be in their correct places and the weighting also seems fine. Do you know what the hell did I do wrong this time?
blabba Posted February 7, 2014 Author Posted February 7, 2014 There's something weird with the weighting issues when using 3dsMax or Blender exports (probably due to the skinning) Easily fixable by opening it up again in OS and only editing/cleaning the body weights in OS. As for your suggestion about piercing movement being restricted to only x,y,z positions with sliders, there is slight problem When using the conform to sliders, the program matches (through some guesstimation formula I suppose) the vertices of the mesh to match with those closest to the body. And Unfortunately all breast sliders change the curvature of the breasts, their are no simple breast sliders that just change the x,y,z position (translational movement). Although... If I could get some expert help from Cell or stuffed_bunny it could be possible to create 'piercing (translational)' sliders to circumvent this problem, where these specific sliders correspond with existing breast sliders but only retain the translational movement with no curvature changes. The downside? Users would have to set the translational sliders for the piercings to match with whatever their actual breast sliders. (Though this may also be circumventable, I'll ask/pm stuffed_bunny and Cell on their thoughts) Edit: Actually I just thought of a way to circumvent this LOL, it would be pretty easy using some simple xml edits so that users will not have to manually set the sliders themselves. Hmm, this concept of a new type of slider ties in perfectly with my idea of 'clothing' effect sliders http://www.loverslab.com/topic/26628-rel-clothing-sliders-for-os-corset-download-added/ I'll see if I can get a prototype up and running but I'm really busy so I'll have to ask help from experienced blender and 3dsMax users.
Skyrimfloo Posted February 7, 2014 Posted February 7, 2014 Well, i'm not sure about this, but at least with mods that add only piercings, it seems to work. I tested with some of those piercings and at least in my 10 minute attemp it worked as I guessed above. The procedure is the following: - Place the piercings as you would do normally in its proper place, but don't comform to sliders. If you're editing an outfit with more shapes, I suppose this should be pretty much the last step to do so you don't fuck anything up. - Save the changes manually on each mesh that you intend to modify in this way. I mean when you edit something and then push on some slider and it tells that some shapes were modified, simply choose yes. Remember that you modify one mesh at a time then save, or it will only save the highlighted one. - Once you got the piercings placed properly, you gotta toggle the sliders to max and manually relocate the piercings where they should be. Once you do that, you will notice that the piercings move properly when you modify the sliders without warping. I didn't test how does this behave when modifying several sliders at once, but I suppose that it should work as long as you did this with all the sliders. - Repeat the process with pretty much every slider. This step is somewhat tedious, if you're editing stuff like a nipple piercing, since there are many sliders that modify the breast shape. - in theory, after doing this, you should be able to copy the weights and save. The piercings should work as intended. Now, to adress your post, can't you comform to sliders each mesh separatedly? Or does it convert all of them at once? What's the difference between "comform to sliders" and "comform all" options then? Because if you can, I don't see why wouldn't this work. Simply comform to sliders all meshes except the ones you gotta edit manually so they keep the shape, and you'd be set. I don't think you even need new sliders at all, just some extra work in OS.
blabba Posted February 7, 2014 Author Posted February 7, 2014 Well, i'm not sure about this, but at least with mods that add only piercings, it seems to work. I tested with some of those piercings and at least in my 10 minute attemp it worked as I guessed above. The procedure is the following: - Place the piercings as you would do normally in its proper place, but don't comform to sliders. If you're editing an outfit with more shapes, I suppose this should be pretty much the last step to do so you don't fuck anything up. - Save the changes manually on each mesh that you intend to modify in this way. I mean when you edit something and then push on some slider and it tells that some shapes were modified, simply choose yes. Remember that you modify one mesh at a time then save, or it will only save the highlighted one. - Once you got the piercings placed properly, you gotta toggle the sliders to max and manually relocate the piercings where they should be. Once you do that, you will notice that the piercings move properly when you modify the sliders without warping. I didn't test how does this behave when modifying several sliders at once, but I suppose that it should work as long as you did this with all the sliders. - Repeat the process with pretty much every slider. This step is somewhat tedious, if you're editing stuff like a nipple piercing, since there are many sliders that modify the breast shape. - in theory, after doing this, you should be able to copy the weights and save. The piercings should work as intended. I'm somewhat burned after trying to do that outfit again, so I will try again maybe in some hours applying this method. I hope I get it to work, because I'm getting already a bit tired of this, lol. O.o Yea, I really didn't want to write that method down in a guide (it's better not to discourage newer users from tediousness lol) but If your okay with doing it the 'manual' way then I suppose it does work... I'll see if I can get the translational sliders though, it would make life... less tedious. Good Job though on plowing through with it! Looking forward to some conversions and hopefully you were able to sort out the body weighting issues as well! Edit: if you use OS's copy weights function + HDT (Or T/BBP) you'll have to manually tweak the weights on the piercings. I've tested and they simply do not copy the weights perfectly onto the piercings (dunno why).
Skyrimfloo Posted February 7, 2014 Posted February 7, 2014 Another issue I'm getting is that the textures look very ugly when I do the conversion. This is starting to get annoying...
Recommended Posts
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 accountSign in
Already have an account? Sign in here.
Sign In Now