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Removing Breast bones causes a 1kb file size difference between _0 and _1?


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Posted

Very quick query here... :)

 

I am currently experimenting with removing breast weighting and/or breast bones from body & armour meshes, and I noticed that when I remove the identical "L Breast" and "R Breast" bones from body meshes, the result is a 1kb file size difference between the _0 and _1 bodies. However, they still morph along the weight slider with no apparent problems, no explosions, the armour plays fine in-game etc. - all seems fine, but I am not certain as I have not done this before...

 

What is the cause of this, and is it possible for me to address bone removal more correctly so that it does not occur? I could simply remove the breast *weighting*, but I would like to know what is causing this with the bones. :huh:

Posted

the brest bones are not essential if you have no animations for them it can occurs some wired streching if animations are present

 

removing bones will not give you alot of kb space 1kb 2 max removing all bones you will gain 100 kb  but your game will not work

 

if you want more compact mesh  you will need to reduce polygones  in blender/3dsmax  if this is your purpose ?

Posted

Oh! No no - I'm not trying to get smaller-size body meshes! I'm simply removing breast bones to de-activate BBP. :)

 

Here's the story:

 

SeveNBase requires either Skulltyrant's Custom Skeletons (which, annoyingly, are all BBP), or XPMS (which has all kindsa problems).

 

The body works & looks BEST with the Custom Skeletons. I use the "Basic 6" skeleton to make my SeveNBase armours - it works perfectly in 3dsMax. The downside is, if you then use a Custom Skeleton Replacer in-game, the armour becomes BBP. I had been using XPMS for the sole reason that it "breaks" this effect. But I am sick of the weird weighting & mesh deformation around the chest that XPMS introduces. So I am now using Custom Skeleton "Basic 6" in my game, and removing breast weighting or bones from my meshes to remove the BBP affect.

 

I can do this successfully, and both body & armour meshes look great and work flawlessly, but they are different file sizes between the _0 and _1 and this is generally frowned upon (usually it indicates something has been done wrong & that the information on the two meshes is not identical, leading to exploding vertices when the weight slider is moved). However, they do all seem to be *WORKING* fine. I just need to know whether it will cause problems that I am not currently aware of.

 

*I also just tested the "remove weighting only, not bones" route, and discovered that the file sizes are once again different - this time by around 20kb - yet once again the meshes work perfectly. :blink:

 

*I just tested the SeveNBase Original meshes with the breast weighting removed & re-exported from 3dsMax with a VANILLA female skeleton, and the file size between _0 and _1 is IDENTICAL at 756kb a piece. The meshes work perfectly in-game. :blink:

 

(Just using the Vanilla skeleton without removing weighting still results in BBP - the weighting or bones MUST be removed)

 

 

Posted

If you want to use skull's skeletons and want to have no BBP or TBBP => Just delete the skeleton.hkx and skeleton_female.hkx and run FNIS. The file is only needed for enabling T\BBP animations (or additional in XPMS for Wing\VL Wing\Cloak\etc. animations) and because skull's skeletons are in general normalized ones (Basic 6 is normalized), the default vanilla hkxs should work without issues.

Posted

 

http://www.loverslab.com/topic/26058-body-mesh-deforming-between-0-and-1-weight-slider/?p=655666

 

 

Weight has no effect on the weight slider what so ever, it uses the weight data from the first nif it loaded and only uses the other nifs data when its corresponding weight is used. (e.g. _0 > 0-99%)( _1 > 100%)

 

 

Yes, I recall. I should have made that clearer - I included the weight slider language above only as part of a "all the usual in-game functions seem to be working just fine, and testing reveals no problem so far - is differing file size for body meshes a problem in some other way I am unaware of? If so, how can I locate & fix it?" explanation. Think of this thread as a direct flow-on from this thread here. :)

 

 

If you want to use skull's skeletons and want to have no BBP or TBBP => Just delete the skeleton.hkx and skeleton_female.hkx and run FNIS. The file is only needed for enabling T\BBP animations (or additional in XPMS for Wing\VL Wing\Cloak\etc. animations) and because skull's skeletons are in general normalized ones (Basic 6 is normalized), the default vanilla hkxs should work without issues.

 

That's the problem - neither of those .hkx files appear at all in my Skyrim folder, even after multiple fresh installs of Basic 6 & running of FNIS. The Basic 6 archive file does not contain them either. For all I can tell, it appears to be reading the Vanilla ones from the Skyrim.esm and somehow forcing BBP. :(

 

The method I am using, or the methods that I have tried, are to remove the breast rigging (I've removed weighting, removed bones, as advised). I need to do this for both armour AND the body mesh component of the armour, otherwise the BBP effect remains on the body (it's still weighted & rigged unless I actively remove weighting & bones) & it still animates & clips through a now static armour.

 

 

 

I'll go ahead & add a set of the "removed bones only, not weighting" meshes I made to test some of this (*to be removed after 24hrs.*), in case people would like to take a look:

FastestDog - TESTING PURPOSES ONLY Modified 7B Original - REMOVED BREAST BONES.rar

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