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Help with custom armor - invisible body when wear it


JRCosta

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Posted

Hi there.

 

I have start using 3ds Max a couple of days ago and my first task was to convert this armor from oblivion to skyrim (just the top) for the sevenbase body.

 

tumblr_mxmiblzbw71smygr4o1_500.png

 

After a couple of tutorials, the porting went fine and off to the ck. Everything looking good, but in game the armor is there but the body isn't, as you can see in the following image:

 

post-195163-0-56367600-1392338035_thumb.jpg

 

 

I am a total newbie, so I must screwed up something very obvious for most of you. Can anyone give me an hint, please?

 

Attachments: nifskope, ck, 3ds and nif file. Body part assigned is 32.

 

Thanks.

 

 

post-195163-0-35863000-1392337967_thumb.jpgpost-195163-0-12594500-1392337970_thumb.jpgpost-195163-0-83167100-1392337972_thumb.jpgRagingMoontop.nif

 

 

Posted

the game does not add just clothes     it swap also the body    it means you need to add    in file.nif the body under the clothes  you need to have at least 2 nitrishapes/nitristrips in your file.nif

and a little question you have no  ragingmoontop_0.nif  and    _1   i thought it was needed for skyrim ?

Posted

the game does not add just clothes     it swap also the body    it means you need to add    in file.nif the body under the clothes  you need to have at least 2 nitrishapes/nitristrips in your file.nif

and a little question you have no  ragingmoontop_0.nif  and    _1   i thought it was needed for skyrim ?

 

Haven't touch slides yet.

 

The body uses slot 32 so you will need to include the body in the tops nif, or set the top to use a different slot.

 

Thanks! After reading you, I've managed to find the page where the unnamed body parts, and could fix the problem!  :D

 

For future reference: http://forums.nexusmods.com/index.php?/topic/576983-tutorial-assign-meshes-to-new-body-parts/

Posted

Ok, I need help again.

 

Earlier I stated that both the armor and the body now appear, with heavy clipping and misplacing:

 

https://imagizer.imageshack.us/v2/1280x1024q50/834/e5ve.png

 

https://imagizer.imageshack.us/v2/735x588q90/607/h0pc.png

 

I was in a rush so I didn't bother, thinking that I had assigned the wrong body part (shoulder, I guess) and later I would find the right one.

 

Sadly, every body part assigned have this effect, none fitting as in the 3ds image. How can I fix this misplacement?

Posted

The body and the top were parented to different skeletons, and the skeletons had different scales and positions from root.

 

To fix it you will have to have both the body and the top be parented to the same skeleton.

Or export the top with the body you fit it to, and replace the body in game.

 

If you plan on releasing it to the unwashed masses then go with option 2.

Posted

The body and the top were parented to different skeletons, and the skeletons had different scales and positions from root.

 

To fix it you will have to have both the body and the top be parented to the same skeleton.

Or export the top with the body you fit it to, and replace the body in game.

 

If you plan on releasing it to the unwashed masses then go with option 2.

 

Hi again!

 

Yes, I plan to share it here, as soon as it is finished. It is my first attempt to do anything mod related (custom followers excluded) and it is a personal ambition, because there are a couple of armors I want converted to 7b and I don't like to wait, specially if I could do/learn it myself; so I've decided to make them without knowing anything of 3ds. Just go easy on me  :cool:

 

As I understand, it is better to join the body and the armor in the 3ds, export as torso and assign it to position 32 in both CK/Nifskope, and it will replace everything except hands, head and feet, right?

 

My question is if other clothing, mainly covering the pelvis area (skirts, trousers) can be used simultaneously from other sources without any problem, as I don't want my character to run butt naked (not that there is something wrong with it, of course  :lol:) or if I use a skirt the top will be automatically undress because it have a "common area". Or there is something about "priority" setting in the CK that I can tweak?

 

Sorry if it is a silly question.

Posted

As I understand, it is better to join the body and the armor in the 3ds, export as torso and assign it to position 32 in both CK/Nifskope, and it will replace everything except hands, head and feet, right?

Yes.

 

My question is if other clothing, mainly covering the pelvis area (skirts, trousers) can be used simultaneously from other sources without any problem, as I don't want my character to run butt naked (not that there is something wrong with it, of course  :lol:) or if I use a skirt the top will be automatically undress because it have a "common area". Or there is something about "priority" setting in the CK that I can tweak?

The problem with "other sources" is alignment, just like the diferance between the top and body.

If you want to make something modular you need to have control of every piece.

 

It would be easier if you just had the body, top and skirt or trousers in the one nif on slot 32.

But if you did want them as separate pieces in game then just have them use different slots

 

Body - 32

top - 46

skirt- 49

 

you just have to make sure they are all using the same alignment.

 

Slots replace slots it doesn't matter where the mesh is, so you could have 2 tops on 46 and 56 and you would be able to wear both at the same time (with some major clipping) or have them both on 46 and when one is equipped the other will be unequipped.

Posted

 

As I understand, it is better to join the body and the armor in the 3ds, export as torso and assign it to position 32 in both CK/Nifskope, and it will replace everything except hands, head and feet, right?

Yes.

 

My question is if other clothing, mainly covering the pelvis area (skirts, trousers) can be used simultaneously from other sources without any problem, as I don't want my character to run butt naked (not that there is something wrong with it, of course  :lol:) or if I use a skirt the top will be automatically undress because it have a "common area". Or there is something about "priority" setting in the CK that I can tweak?

The problem with "other sources" is alignment, just like the diferance between the top and body.

If you want to make something modular you need to have control of every piece.

 

It would be easier if you just had the body, top and skirt or trousers in the one nif on slot 32.

But if you did want them as separate pieces in game then just have them use different slots

 

Body - 32

top - 46

skirt- 49

 

you just have to make sure they are all using the same alignment.

 

Slots replace slots it doesn't matter where the mesh is, so you could have 2 tops on 46 and 56 and you would be able to wear both at the same time (with some major clipping) or have them both on 46 and when one is equipped the other will be unequipped.

 

 

Got it.

 

Thanks for your patience, I'll give it a try and, if I succeed, I will post pics and share the files.

Posted

I've decided to go modular and... Success, thank you! :)

 

Not 100%  perfect, but I've learned a lot and that's the goal. I can improve the shape around the nipple for instance...

 

Pics:

 

post-195163-0-99929000-1392424040_thumb.jpg

post-195163-0-03882800-1392424049_thumb.jpg

post-195163-0-16261600-1392424044_thumb.jpg

 

Not sure if it is good enough to share it , but I'm willing to create an esp if anyone want.

 

Thanks again for your help Vioxis!

Posted

Looks outstanding, can see very little clipping issues and it seems to actually fit. Look forward to seeing what you produce in the future. And when you release, could you do a semi-transparent version?

Posted

Looks outstanding, can see very little clipping issues and it seems to actually fit. Look forward to seeing what you produce in the future. And when you release, could you do a semi-transparent version?

 

Hi!

 

I'm working on the clipping issues now, and adding the pants too - they are nearly done, I've just found a little bug when jumping and I'm studying how to get rid of it - you can see in the pic below, some fucking weird vertices from the right leg appear connected with the left leg..

 

post-195163-0-74639000-1392567490_thumb.jpg

 

After that, I will try to bodyslide the top (current is the nif _0), add the boots (at least) and the gloves (if I learn how to do it to show in 1st person view) and pack it all.

 

A semi-transparent version is possible, as long as I learn how to do that.

Posted

when you assemble your body and paints and or shirt freshly converted  while in blender i suggest you to copy the weight paint from body to clothes    - than  often you need to adjust the weight paint this is the most annoying part  - sometimes also the vertex are so tight to body less then 0.2  that often you need to pull them out   - and last some vertex need to be subdivised to meet a little bit the body for less clipping

 

thats my two cents !

Posted

Ok, I've finished the boots and they have the same problem of the pants when running/jumping. Can anyone help me fixing that, please?

 

I've also fixed the top (better fitting now).

 

Screens of the 3 pieces so far (now a break until tomorrow):

 

post-195163-0-30658700-1392578096_thumb.jpg

 

post-195163-0-31808700-1392578100_thumb.jpg

 

post-195163-0-72023100-1392578109_thumb.jpg

 

 

 

 

Posted

and i have forgotten the last thing   you can cut and remove vertex that are hidden by the clothes it can avoid clipping with the body that are in anyway invisible

 

Posted

and i have forgotten the last thing   you can cut and remove vertex that are hidden by the clothes it can avoid clipping with the body that are in anyway invisible

 

Hi!

 

Thanks for your help, it turned out it was something related to the skin-envelope range, now I've figured out and fix both issues.

Posted

The outfit is ready, I've just message Darigaz17 for permission to share it here.

 

A screenshot:

 

post-195163-0-54821100-1392681220_thumb.jpg

 

The only thing missing is the Ground File for the armor parts, I've follow a couple of tutorials but couldn't get the nif file right. Is there a way to create the ground file directly in the 3ds instead of copy-past between nifs?

 

 

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