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[CLOSED] Project C.I.T.R.U.S. - Old WIP thread


blabba

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Guest kimbale

hip slider adjustments would be great if possible. i like narrow hips lol

 

I looked for reference, but it's kinda all-over-the-place, so if you could provide a reference for the hips you want, i'd give it a shot.

 

EDIT: Reference meaning any depiction of the desired shape. The more pictures, the better i can work (though one is enough).

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Here's a possible "narrow hip" illustration...

 

A Mesh based example would ensure a higher quality reproduction.

 

It doesn't have to be a skyrim model. Any 3d mesh will do (that I can download and compare with in 3dsMax)

 

Also, as an update, after playing around and being busy with other stuff I'm picking this project back up again.

For those of you wondering what the next update will bring feel free to click the spoiler:

 

 

 

U1woQkR.png

 

 

 

And yea, it'll take a few days maybe to perfect the textures/slider 'systems' and all that.

Also, working on making it HDT-able for dynamic funsies in-game.

 

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Looks cool, Blabba. I'll keep a MO profile ready. :lol:

 

Since this body is a rather high vertices mesh it's gonna' be great. My only suggestion would be to make it friendlier towards sculpting thinner body types (I find that difficult to accomplish as is).

 

Just keep up the great work. This is definitely a project worth doing.

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Just dropping in to say that i may take slider requests.

 

Probably not as entertaining as making "knees not so sharp", but IMO there's a real need for generic region sliders. Tons of specifics, like CHSBHC SSH boobs, adec butt, etc, but no "upper torso" or "pelvic" so that you can get the shape to the general size you want before refining to say 7b Calves.

 

I'd say there could stand to be: arms (wrist seam to collarbone), ribcage/torso (neck to waist), abdomen (mid ribs to crotch), hips/pelvic (waist to mid thigh), upper leg (crotch to knee), lower leg (mid thigh to ankle seam).

 

If overlapping like this doesn't work in BS very well, ok fine... I'm just trying to make a general point.

 

 

Well, sliders like that would prolly be no problem. I'm just asking myself what shape they should be then, your "examples" are quite generic...

Do you want simple inflation sliders for these regions?

 

If you're concerned with overall character proportions, these are nothing to be customized with the base body, but rather with bone scaling plugins like RM. The point is that the skeleton needs to be at least somehow close to the mesh to allow for good animations (or rather that skyrim's generic animations look well on a certain character).

 

 

Citrus is great in all it's fine-tuning glory, but if you want to say "I want to go thicker" then it's really tedious. for example this character is a noticeably broader than most chars. 

 

So yeah, that's why the generic descriptions. I mean generic inflation, with of course gradient edges so that overlapping regions behave predictably.

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Citrus is great in all it's fine-tuning glory, but if you want to say "I want to go thicker" then it's really tedious. for example this character is a noticeably broader than most chars. 

 

So yeah, that's why the generic descriptions. I mean generic inflation, with of course gradient edges so that overlapping regions behave predictably.

 

Reading from the youtube comments, the person stated they used bodyslide sliders?

I'm fairly sure I ported over all the bodyslide sliders and that body should be reproducable (minus the arms, I don't think I have arms sliders done yet)

 

Though If I'm missing any feel free to lsit them and I can re-master and add them in.

 

I just can't keep track of all my projects and everything by myself :P

 

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Can somebody please suggest a minimalistic setup/list of mods to use in order to properly see this one in action? 

 

...

 

You are unclear on what exactly is the problem and what you need help with.

 

 

 

Regardless of the issues with my current setup, I would like a suggestion of mods that would allow me to see the effects of this one properly. Is there anything else I should do apart from installing the dependencies of this mod?

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Guest kimbale

 

 

 

 

Just dropping in to say that i may take slider requests.

 

Probably not as entertaining as making "knees not so sharp", but IMO there's a real need for generic region sliders. Tons of specifics, like CHSBHC SSH boobs, adec butt, etc, but no "upper torso" or "pelvic" so that you can get the shape to the general size you want before refining to say 7b Calves.

 

I'd say there could stand to be: arms (wrist seam to collarbone), ribcage/torso (neck to waist), abdomen (mid ribs to crotch), hips/pelvic (waist to mid thigh), upper leg (crotch to knee), lower leg (mid thigh to ankle seam).

 

If overlapping like this doesn't work in BS very well, ok fine... I'm just trying to make a general point.

 

 

Well, sliders like that would prolly be no problem. I'm just asking myself what shape they should be then, your "examples" are quite generic...

Do you want simple inflation sliders for these regions?

 

If you're concerned with overall character proportions, these are nothing to be customized with the base body, but rather with bone scaling plugins like RM. The point is that the skeleton needs to be at least somehow close to the mesh to allow for good animations (or rather that skyrim's generic animations look well on a certain character).

 

 

*snip*

Citrus is great in all it's fine-tuning glory, but if you want to say "I want to go thicker" then it's really tedious. for example this character is a noticeably broader than most chars. 

 

So yeah, that's why the generic descriptions. I mean generic inflation, with of course gradient edges so that overlapping regions behave predictably.

 

 

Ah, okay, i could try making sliders for that (though i still recommend node scaling char creation mods for this).

The thing is just that i don't know how these "generic inflators" would work with other morphs. It could be that you could shape OR inflate the body, but not both at the same time. These sliders work by morphing to a target, and what you want is moving all vertices away from their corresponding anchor point (just moving away from a center would fuck up the mesh) for a body region - which is just exactly what those bone scaling mods do.

 

Here's a possible "narrow hip" illustration...

 

Ah, i see. I'll try to make something.

 

 

 

 

 

Citrus is great in all it's fine-tuning glory, but if you want to say "I want to go thicker" then it's really tedious. for example this character is a noticeably broader than most chars. 

 

So yeah, that's why the generic descriptions. I mean generic inflation, with of course gradient edges so that overlapping regions behave predictably.

 

Reading from the youtube comments, the person stated they used bodyslide sliders?

I'm fairly sure I ported over all the bodyslide sliders and that body should be reproducable (minus the arms, I don't think I have arms sliders done yet)

 

*snip*

Though If I'm missing any feel free to lsit them and I can re-master and add them in.

 

I just can't keep track of all my projects and everything by myself :P

 

Ah, yeah, i guess we should have a list of all sliders to show people that there are even more sliders then they may think. xD

And as a request tracker i guess.

 

Does this work with CBBE 

 

No.

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U1woQkR.png

 

 

 

And yea, it'll take a few days maybe to perfect the textures/slider 'systems' and all that.

Also, working on making it HDT-able for dynamic funsies in-game.

I think some people like loose labia shape but other people likes thight shape like girls.

Can be more good should select shape. (It looks loose version.. :D)

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Guest kimbale

 

 

 

U1woQkR.png

 

 

 

And yea, it'll take a few days maybe to perfect the textures/slider 'systems' and all that.

Also, working on making it HDT-able for dynamic funsies in-game.

I think some people like loose labia shape but other people likes thight shape like girls.

Can be more good should select shape. (It looks loose version.. :D)

 

 

In fact it looks pretty snug. You're just not used to seeing labia minora as majestic as that from porn. xD

 

And i pursue vag variation for a while now, if blabba comes up with a nice HDT setup i'll probably make a lot of variants. ;)

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Here's a possible "narrow hip" illustration...

 

A Mesh based example would ensure a higher quality reproduction.

 

It doesn't have to be a skyrim model. Any 3d mesh will do (that I can download and compare with in 3dsMax)

 

Also, as an update, after playing around and being busy with other stuff I'm picking this project back up again.

For those of you wondering what the next update will bring feel free to click the spoiler:

 

 

 

U1woQkR.png

 

 

 

And yea, it'll take a few days maybe to perfect the textures/slider 'systems' and all that.

Also, working on making it HDT-able for dynamic funsies in-game.

 

 

 

Wow !  I can see a very bright future now. ;p

 

Link to comment

 

 

 

 

 

Just dropping in to say that i may take slider requests.

 

Probably not as entertaining as making "knees not so sharp", but IMO there's a real need for generic region sliders. Tons of specifics, like CHSBHC SSH boobs, adec butt, etc, but no "upper torso" or "pelvic" so that you can get the shape to the general size you want before refining to say 7b Calves.

 

I'd say there could stand to be: arms (wrist seam to collarbone), ribcage/torso (neck to waist), abdomen (mid ribs to crotch), hips/pelvic (waist to mid thigh), upper leg (crotch to knee), lower leg (mid thigh to ankle seam).

 

If overlapping like this doesn't work in BS very well, ok fine... I'm just trying to make a general point.

 

 

Well, sliders like that would prolly be no problem. I'm just asking myself what shape they should be then, your "examples" are quite generic...

Do you want simple inflation sliders for these regions?

 

If you're concerned with overall character proportions, these are nothing to be customized with the base body, but rather with bone scaling plugins like RM. The point is that the skeleton needs to be at least somehow close to the mesh to allow for good animations (or rather that skyrim's generic animations look well on a certain character).

 

*snip*

Citrus is great in all it's fine-tuning glory, but if you want to say "I want to go thicker" then it's really tedious. for example this character is a noticeably broader than most chars. 

 

So yeah, that's why the generic descriptions. I mean generic inflation, with of course gradient edges so that overlapping regions behave predictably.

 

 

Ah, okay, i could try making sliders for that (though i still recommend node scaling char creation mods for this).

The thing is just that i don't know how these "generic inflators" would work with other morphs. It could be that you could shape OR inflate the body, but not both at the same time. These sliders work by morphing to a target, and what you want is moving all vertices away from their corresponding anchor point (just moving away from a center would fuck up the mesh) for a body region - which is just exactly what those bone scaling mods do.

 

 

Sure, I get that . . . but it's fragile. I mean I'm then required with using THAT modifier (ECE/Racemenu) forevermore. It's also not publishable. The guy that made that video I posted could feasibly work up outfits and put it on nexus. And then there's the "player only" point. The mod I'm working on is both better and worse than the previous versions. A racemenu plugin offers tons of flexibility, but it's relegated to the player only.

 

I guess inflation was the wrong word. I mean I wouldn't say that a 250lb woman is a 150lb woman "but just inflated". I meant a realistic filling out, not just mass translation of pixels.

 

For example, I think it was "HDT Body" that had a slider "ADM Lower Body" which didn't seek a specific shape to emulate. It instead proportionally 'grew' the entire lower body... proportionally meaning calves and thighs and butt could go waay larger while knees didn't grow much. In other words, it kept realistic proportions to the increased size of the shape. This was an excellent slider as it allowed me to set a very base shape, then refinement of  the specifics areas (butt, thighs, calves, etc). 

 

 

Citrus is great in all it's fine-tuning glory, but if you want to say "I want to go thicker" then it's really tedious. for example this character is a noticeably broader than most chars. 

 

So yeah, that's why the generic descriptions. I mean generic inflation, with of course gradient edges so that overlapping regions behave predictably.

 

Reading from the youtube comments, the person stated they used bodyslide sliders?

I'm fairly sure I ported over all the bodyslide sliders and that body should be reproducable (minus the arms, I don't think I have arms sliders done yet)

 

Though If I'm missing any feel free to lsit them and I can re-master and add them in.

 

I just can't keep track of all my projects and everything by myself :P

 

Hips (crotch to waist) and Ribcage (armpits to waist (BS2 BigTorso)). Citrus' Torso Chubby, presently could effectively connect these 2 as it keeps the general waist-taper to the center but winds up affecting an area that can't really be complemented by it's neighbors. Realistically, it could probably be called just Waist. I think it's similar to BS2 WideWaistLine

 

the hips range I mention is affected by a couple sliders that affect multiple areas, same with the waist taper (with no way to realistically eliminate the waist taper) ... so to refine them would then require re-refining an ancillary area. Currently, nothing appears to affect the ribcage area at all. 

 

 

 

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Guest kimbale

 

 

 

 

 

 

 

Just dropping in to say that i may take slider requests.

 

Probably not as entertaining as making "knees not so sharp", but IMO there's a real need for generic region sliders. Tons of specifics, like CHSBHC SSH boobs, adec butt, etc, but no "upper torso" or "pelvic" so that you can get the shape to the general size you want before refining to say 7b Calves.

 

I'd say there could stand to be: arms (wrist seam to collarbone), ribcage/torso (neck to waist), abdomen (mid ribs to crotch), hips/pelvic (waist to mid thigh), upper leg (crotch to knee), lower leg (mid thigh to ankle seam).

 

If overlapping like this doesn't work in BS very well, ok fine... I'm just trying to make a general point.

 

 

Well, sliders like that would prolly be no problem. I'm just asking myself what shape they should be then, your "examples" are quite generic...

Do you want simple inflation sliders for these regions?

 

If you're concerned with overall character proportions, these are nothing to be customized with the base body, but rather with bone scaling plugins like RM. The point is that the skeleton needs to be at least somehow close to the mesh to allow for good animations (or rather that skyrim's generic animations look well on a certain character).

 

*snip*

Citrus is great in all it's fine-tuning glory, but if you want to say "I want to go thicker" then it's really tedious. for example this character is a noticeably broader than most chars. 

 

So yeah, that's why the generic descriptions. I mean generic inflation, with of course gradient edges so that overlapping regions behave predictably.

 

 

Ah, okay, i could try making sliders for that (though i still recommend node scaling char creation mods for this).

The thing is just that i don't know how these "generic inflators" would work with other morphs. It could be that you could shape OR inflate the body, but not both at the same time. These sliders work by morphing to a target, and what you want is moving all vertices away from their corresponding anchor point (just moving away from a center would fuck up the mesh) for a body region - which is just exactly what those bone scaling mods do.

 

 

Sure, I get that . . . but it's fragile. I mean I'm then required with using THAT modifier (ECE/Racemenu) forevermore. It's also not publishable. The guy that made that video I posted could feasibly work up outfits and put it on nexus. And then there's the "player only" point. The mod I'm working on is both better and worse than the previous versions. A racemenu plugin offers tons of flexibility, but it's relegated to the player only.

 

I guess inflation was the wrong word. I mean I wouldn't say that a 250lb woman is a 150lb woman "but just inflated". I meant a realistic filling out, not just mass translation of pixels.

 

 

For example, I think it was "HDT Body" that had a slider "ADM Lower Body" which didn't seek a specific shape to emulate. It instead proportionally 'grew' the entire lower body... proportionally meaning calves and thighs and butt could go waay larger while knees didn't grow much. In other words, it kept realistic proportions to the increased size of the shape. This was an excellent slider as it allowed me to set a very base shape, then refinement of  the specifics areas (butt, thighs, calves, etc). 

 

 

 

Citrus is great in all it's fine-tuning glory, but if you want to say "I want to go thicker" then it's really tedious. for example this character is a noticeably broader than most chars. 

 

So yeah, that's why the generic descriptions. I mean generic inflation, with of course gradient edges so that overlapping regions behave predictably.

 

Reading from the youtube comments, the person stated they used bodyslide sliders?

I'm fairly sure I ported over all the bodyslide sliders and that body should be reproducable (minus the arms, I don't think I have arms sliders done yet)

 

Though If I'm missing any feel free to lsit them and I can re-master and add them in.

 

I just can't keep track of all my projects and everything by myself :P

 

 

Hips (crotch to waist) and Ribcage (armpits to waist (BS2 BigTorso)). Citrus' Torso Chubby, presently could effectively connect these 2 as it keeps the general waist-taper to the center but winds up affecting an area that can't really be complemented by it's neighbors. Realistically, it could probably be called just Waist. I think it's similar to BS2 WideWaistLine

 

the hips range I mention is affected by a couple sliders that affect multiple areas, same with the waist taper (with no way to realistically eliminate the waist taper) ... so to refine them would then require re-refining an ancillary area. Currently, nothing appears to affect the ribcage area at all.

 

Like this?

post-177332-0-69167200-1406294370_thumb.png

 

It needs refinement of course. And i could make it bigger/chubbier looking if that's wanted. ;)

 

And for the narrow hip thingy:

post-177332-0-77190400-1406294373_thumb.png

 

I wasn't sure which areas should be effected, so here's some pics showing which part will (blue is unaffected):

post-177332-0-56611300-1406294376_thumb.png

post-177332-0-74155400-1406294378_thumb.png

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For example, I think it was "HDT Body" that had a slider "ADM Lower Body" which didn't seek a specific shape to emulate. It instead proportionally 'grew' the entire lower body... proportionally meaning calves and thighs and butt could go waay larger while knees didn't grow much. In other words, it kept realistic proportions to the increased size of the shape. This was an excellent slider as it allowed me to set a very base shape, then refinement of  the specifics areas (butt, thighs, calves, etc). 

 

Hehehe,

 

That slider was literally pulled off of the ADM Body Mod here on LL.

So in essence the purpose of it was to mimic the lowerbody of the ADM Body mod.

 

But yea, as for torso concerns good notice about the waist slider, wasn't really sure how I could re-master that one. I'll take a look and see if I can't remodel it as you suggest (I still suck at mudbox)

 

As for the torso/ribcage sliders, a lot haven't been added yet because I've been lazy or busy lol.

 

Now for the bad news :(

 

My windows computer has completely crashed on me (corrupt bootloader, I think from some bad Visual Studio express install messing up with my SQL setup)

And rather than trying to spend hours to deug and fix it, I'd rather just wipe it clean and start off fresh again. (And never install Visual Studio again....)

 

Which means I get to have fun backing up all my relevant files to my linux server and doing all that.

 

So what I mean is, I'm on hiatus from modding for a while until I sort my own stuff first.

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For example, I think it was "HDT Body" that had a slider "ADM Lower Body" which didn't seek a specific shape to emulate. It instead proportionally 'grew' the entire lower body... proportionally meaning calves and thighs and butt could go waay larger while knees didn't grow much. In other words, it kept realistic proportions to the increased size of the shape. This was an excellent slider as it allowed me to set a very base shape, then refinement of  the specifics areas (butt, thighs, calves, etc). 

 

Hehehe,

 

That slider was literally pulled off of the ADM Body Mod here on LL.

So in essence the purpose of it was to mimic the lowerbody of the ADM Body mod.

 

But yea, as for torso concerns good notice about the waist slider, wasn't really sure how I could re-master that one. I'll take a look and see if I can't remodel it as you suggest (I still suck at mudbox)

 

As for the torso/ribcage sliders, a lot haven't been added yet because I've been lazy or busy lol.

 

Now for the bad news :(

 

My windows computer has completely crashed on me (corrupt bootloader, I think from some bad Visual Studio express install messing up with my SQL setup)

And rather than trying to spend hours to deug and fix it, I'd rather just wipe it clean and start off fresh again. (And never install Visual Studio again....)

 

Which means I get to have fun backing up all my relevant files to my linux server and doing all that.

 

So what I mean is, I'm on hiatus from modding for a while until I sort my own stuff first.

 

 

Dude. . . VMs

 

virtualbox is nigh awesome. that's what I'm doing for dev right now and the ability to snapshot a setup, completely fuck it up and go back to the working config . . . that's just the bee's knees. I've got 4 completely different configs based on a basic working LAMP setup that I switch between depending on what I'm doing. Just be diligent about making snapshots before you do smth crazy.

 

If your machine has fair horsepower and good ram (for VS I'd suggest a 4gb config) you could probably get away with VS on a vm. It won't be super snappy, but it shouldn't be slow enuf to get in the way. I had ubuntu desktop running in a vm (for a one off thing I needed to do) and it was PAINFULLY slow. (You don't notice the little animations and fades until your system can't handle drawing them.) But . . . I dedicated 2 (of 4) cores and gave it a gig of ram and it kicked right up and ran well . . . (enough).

 

You should give it a look.

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I don't think the VM path will work well with the graphics apps ( Such as mudbox ) that he's using.  VM's are great for some things,  graphics card heavy applications isn't one of them. 

 

Then again, I'm probably doing it wrong lol   My VM's are all Win 7 hosts with Linux guests. 

 

 

Will have to run this body through some extreme position testing !!!    lol

 

Have found one of the popular body types doesn't deform well due to the lower poly geometry in extreme poses.  Won't name it because it started a Jihad over in my own thread lol

 

I haven't looked yet, but I assume the citrus body is weighted for whatever the current version of XP-32 skeleton is ? 

 

 

Actually, I need to rephrase that question.  I imported the mesh into Max on top of an XP-32 skeleton.  Didn't go well.  Tried an XPMS skeleton as well, doesn't seem to be the right skeleton either. 

 

Thus, the new question:  Which skeleton are you using to drive this particular mesh ?

 

Scratch that, had I read the damn OP I would know this :|   Oy.

 

 

Okay, it's probably just me using the wrong skeleton ( likely ), but running it through some simple poses in Max leads me to think the weights aren't fully tweaked as I get some odd distortion in various parts of the mesh when I move various control bones around.

 

There appear to be multiple skeletons in the XPMSE file.  Is there a particular one I should be utilizing ?

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Okay, it's probably just me using the wrong skeleton ( likely ), but running it through some simple poses in Max leads me to think the weights aren't fully tweaked as I get some odd distortion in various parts of the mesh when I move various control bones around.

 

There appear to be multiple skeletons in the XPMSE file.  Is there a particular one I should be utilizing ?

 

Just the female skeleton.nif should do it.

 

Unfortunately, the topology for optimal morphing capability while keeping the polycount low is an even distributed quad format.

Which I've found out is an absolutely terrible thing for animation weighting purposes :(

 

I might try to go back and redo the topology wayyy into the future, but for now it's a low priority.

 

Also, yes new body's weights aren't fully cleaned or finalized yet because I have not been able to keep up with groovtama's new skeleton updates as well as I might be adding possible new weights for HDT adjustments.

 

Feel free to leave me any feedback for the weighting though, As to be honest I'm a Noob at skinning things in 3dsmax.

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Guest kimbale

Im trying to get CITRUS to have belly reaction to SOS and SOS Equipable.

But I can't for the life of me figure it out.

 

Can anyone point me in the right direction.

 

You probably have to change "NPC PreBelly" to "HDT Belly" in your hdt .xml.

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the narrow hip thingy:

attachicon.gifnarrowhips 1.png

 

I wasn't sure which areas should be effected, so here's some pics showing which part will (blue is unaffected):

attachicon.gifnarrowhips 2.png

attachicon.gifnarrowhips 3.png

I like this narrow hip, is similar to UNP Topmodel :heart: http://www.nexusmods.com/skyrim/mods/41051/?

 

if you can also make on this body area, with narrow UNP hips:

 

breast area post-204983-0-76055900-1406568622_thumb.jpg

 

butt area post-204983-0-30208600-1406568928_thumb.jpg

 

hips/legs area post-204983-0-08673300-1406569266_thumb.jpg

 

 

it's done..! :)

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