blabba Posted December 8, 2014 Author Posted December 8, 2014 Cool 3 weeks free time when I guess you sidetrack 2 weeks again... And why 2... I need another bone for skin blending around the knees Figured I might as well just add some HDT support while I'm at it again, though if it's too time consuming or impossible to get looking good I'll just settle for a scaling/dummy bone there so that animations look proper at least.
Cranky Cat Posted December 8, 2014 Posted December 8, 2014 Add HDT hair while you are at it too! :-p (just kidding)
KristyllLascivicious Posted December 8, 2014 Posted December 8, 2014 I'm also kind of confused as to what exactly the mod is. I understand it's a new body, but the integration involving all different meshes of other bodies is kind of throwing me off. Is the effort attempting to allow for other meshes like existing clothing to be universally-compatible with this body regardless of the type is was originally created for? I understand textures being weird was described earlier. If that's the case, awesome! If not, I'd like to ask what the mod is really trying to do - is it simply just the creation of a better body with the intention of it being so good that everyone will support it - or exactly what's the goal in mind if it isn't? There's certainly a lot of jargon in this thread (although I love the frequent/detailed updates even if I don't understand all of them) and admittedly I haven't been watching it with a keen eye, but I'd like to know what to expect on release and if that would be the motivation I need to transfer everything from NMM to MO I should Update my OP xD Basically on release what this will contain: 1. A full new body with Optimized weights for HDT, New Hand Meshes w/ nails, New Feet meshes w/nails and toe bones to animate 2. A set of customizeable morphs to use within bodyslide to create almost any shape you want. 3. A set of transform sliders so that you can universally convert from any existing body type to this new body type (Think Outfit Studio Conversion References). 4. A Dynamic Vagina (Might take awhile, and no this isn't going to look as good as you might think it will, but hey it'll work) 5. New Higher Poly Head (Well this is done and is a seperate standalone mod lol) 6. 3dsMax Scripts for easy conversioning of outfits, allowing you to increase poly's of armours to keep them bodyslideable and still looking good. Switching from NMM to MO is always a good idea, especially if you notice bugs going on in your game or want to install any of the other awesome mods out there or will be coming out. Otherwise, if your game is setup just fine leave it as is and don't touch it, and when you crash and need to re-install just switch to MO then (That's what I did lol) I plan on starting a big armour overhaul as well to match citrus when it gets done. But that's for later. For now in a nutshell it's more like a hope that it'll be a new useable body that lots of people will like. Well even if it doesn't at least I'll like it and support it as long as I can lol. Thanks for the clarification! I'm definitely interested in how you'll manage to make an application which can convert anything to anything with relative ease. I thought OS was pretty revolutionary/easy to use, and I've given it a few tries, but usually to no avail to what most would consider as a fair job I'll definitely look into moving to MO. I understand it's better and really would like additional profiles for testing, but I have a lot of mods installed from a variety of sites and sources, some of which without documentation, and through some miracle I've managed to make it all work without a hitch at the moment, but nothing really appealed to me for testing in a while, so I think this is a good enough excuse for me to take the plunge and finally do it. Looking forward to what happens with this mod. Best luck!
BringtheNoise Posted December 9, 2014 Posted December 9, 2014 Are you going to change the base shape? If not people will have to build armors for it. What I mean by that is, the body that is in Citrus Beta 2 (in the op on the first page), is close but the shoulders are narrower then the CBBE Curvy High weight/1 body that is used by Outfit Studio as the main shape (and I mean main shape by almost all of the Body Slide Armor sets). That is the one thing I made sure I matched up on with Unified UNP, the base shape that the armors are currently done it (yeah I've got a lot to learn on weight painting, but that is a different story). I hope you get Beta 3 out soon for people to play with, cause Citrus has been a long time coming. Oh and don't go over 99 sliders (not until cell can figure out that issue).
blabba Posted December 9, 2014 Author Posted December 9, 2014 Cool, didn't know about the 99 slider issue. I haven't even begun re-making morphs though. And probably won't until next week anyway. Still fixing weights. As for the baseshape yea it's different so people will have to adjust for it Makes my life harder, but it also makes it easier in terms of getting good proper outfit conversions done.
medic975 Posted December 9, 2014 Posted December 9, 2014 I got 99 sliders but a Citrus ain't one. Sorry, couldn't resist.
ousnius Posted December 9, 2014 Posted December 9, 2014 Cool, didn't know about the 99 slider issue. I haven't even begun re-making morphs though. And probably won't until next week anyway. Still fixing weights. As for the baseshape yea it's different so people will have to adjust for it Makes my life harder, but it also makes it easier in terms of getting good proper outfit conversions done. The issue only affects Outfit Studio, not BodySlide (and I'm pretty sure you don't use OS to make slider data anymore). It is a problem if people try to make outfit conversions using the Citrus slider set, though. Anyway, btn2k3 told me about it yesterday and it's on the list of issues for whenever it's time to code again: https://github.com/ousnius/BodySlide-and-Outfit-Studio/issues/11
SimpleLife Posted December 13, 2014 Posted December 13, 2014 I should Update my OP xD Basically on release what this will contain: 1. A full new body with Optimized weights for HDT, New Hand Meshes w/ nails, New Feet meshes w/nails and toe bones to animate 2. A set of customizeable morphs to use within bodyslide to create almost any shape you want. 3. A set of transform sliders so that you can universally convert from any existing body type to this new body type (Think Outfit Studio Conversion References). 4. A Dynamic Vagina (Might take awhile, and no this isn't going to look as good as you might think it will, but hey it'll work) 5. New Higher Poly Head (Well this is done and is a seperate standalone mod lol) 6. 3dsMax Scripts for easy conversioning of outfits, allowing you to increase poly's of armours to keep them bodyslideable and still looking good. Switching from NMM to MO is always a good idea, especially if you notice bugs going on in your game or want to install any of the other awesome mods out there or will be coming out. Otherwise, if your game is setup just fine leave it as is and don't touch it, and when you crash and need to re-install just switch to MO then (That's what I did lol) I plan on starting a big armour overhaul as well to match citrus when it gets done. But that's for later. For now in a nutshell it's more like a hope that it'll be a new useable body that lots of people will like. Well even if it doesn't at least I'll like it and support it as long as I can lol. Follow up question :-) This new body is based on UNP? Does that mean it will have the higher resolution that UNP bodies have over CBBE ?
blabba Posted December 13, 2014 Author Posted December 13, 2014 "Resolution" I assume you mean a higher Poly and Vertex count, if so yes it does have a higher count than cbbe bodies.
Trollirious Posted December 13, 2014 Posted December 13, 2014 been walking around in a circle trying to decide if i should this or wait for beta 3 finally give in and try it out since im a fan of the UNP family but i really love using the bodyslide from CBBE so i always choose CBBE... after reading everything page by page i may end up being the most happiest person ever!
blabba Posted December 16, 2014 Author Posted December 16, 2014 Opened up skyrim for the first time in a month or so. Still need to fix it up properly for testing :/ I still need to get skeleton updates done, tweak hdt values for project flesh testing, get UV's fixed, Figure out why my feet are exploding and then finally I'll update the OP and put up the new stuff for people to comment and give feed back on. Oh, the above picture and following upload may or may not be the final 'base' shape for citrus. Phygnos is being kinda picky about the shape and I figure I'll just wait and hear back from him about it. So for that reason there probably aren't going to be any morphs for this anytime soon *sigh*
RomeoZero Posted December 16, 2014 Posted December 16, 2014 Exploding feet, like spikes when weight slider move ? skin problem, when _0 and _1 meshes not same in vertices.I have this to in created 3dmx bodies and don't know how to fix it.Morpher not working.Some info would be nice from people.
blabba Posted December 16, 2014 Author Posted December 16, 2014 Exploding feet, like spikes when weight slider move ? skin problem, when _0 and _1 meshes not same in vertices.I have this to in created 3dmx bodies and don't know how to fix it.Morpher not working.Some info would be nice from people. Naw, this is more just an explosion due to missing or bad skeleton data, or improper bone handling in hkx. I think Groovy's new edits to his hkx may not be playing so nicely with the bones candy added. Morpher should always work, at least it has for me.
Groovtama Posted December 16, 2014 Posted December 16, 2014 Exploding feet, like spikes when weight slider move ? skin problem, when _0 and _1 meshes not same in vertices.I have this to in created 3dmx bodies and don't know how to fix it.Morpher not working.Some info would be nice from people. Naw, this is more just an explosion due to missing or bad skeleton data, or improper bone handling in hkx. I think Groovy's new edits to his hkx may not be playing so nicely with the bones candy added. Morpher should always work, at least it has for me. Do not add these bones to the hkx for now.
Alan47 Posted December 16, 2014 Posted December 16, 2014 Opened up skyrim for the first time in a month or so. Still need to fix it up properly for testing :/ I still need to get skeleton updates done, tweak hdt values for project flesh testing, get UV's fixed, Figure out why my feet are exploding and then finally I'll update the OP and put up the new stuff for people to comment and give feed back on. Oh, the above picture and following upload may or may not be the final 'base' shape for citrus. Phygnos is being kinda picky about the shape and I figure I'll just wait and hear back from him about it. So for that reason there probably aren't going to be any morphs for this anytime soon *sigh* Looks nice! What version of Race Menu are you using to have these tabs at the top? Did I miss something? xD
vitaminwaterxxx Posted December 16, 2014 Posted December 16, 2014 I download this and the body and head works fine. But when I use the hand and leg you recommended, but it have this really weird messy color.
fizzybutt Posted December 16, 2014 Posted December 16, 2014 Opened up skyrim for the first time in a month or so. Still need to fix it up properly for testing :/ I still need to get skeleton updates done, tweak hdt values for project flesh testing, get UV's fixed, Figure out why my feet are exploding and then finally I'll update the OP and put up the new stuff for people to comment and give feed back on. Oh, the above picture and following upload may or may not be the final 'base' shape for citrus. Phygnos is being kinda picky about the shape and I figure I'll just wait and hear back from him about it. So for that reason there probably aren't going to be any morphs for this anytime soon *sigh* Looks nice! What version of Race Menu are you using to have these tabs at the top? Did I miss something? xD He's using the working rollouts of the beta3 for racemenu that Expired is working on here Currently on version 12
Rathmun Posted December 17, 2014 Posted December 17, 2014 I download this and the body and head works fine. But when I use the hand and leg you recommended, but it have this really weird messy color. Same. And the really weird part is that when casting the flames spell, the panels of skin that do render glow extra bright around the edges. Makes the hands look like burning shells of treebark. Probably worth noting that I did follow the instructions at http://www.loverslab.com/topic/27444-project-citrus-beta-v20-finally/?p=916812
HyperMax Posted December 17, 2014 Posted December 17, 2014 It's main purpose is to let you build any type of body you want. So yea in essence it will contain all the body types for easy conversioning + sliders for more customization. So no more need for BodySlide if all the clothes are implemented in this? So you can have magic spells or some other way to make different looking NPC without installing hundreds of dozens of meshes? WOW. I love this.
blabba Posted December 17, 2014 Author Posted December 17, 2014 It's main purpose is to let you build any type of body you want. So yea in essence it will contain all the body types for easy conversioning + sliders for more customization. So no more need for BodySlide if all the clothes are implemented in this? So you can have magic spells or some other way to make different looking NPC without installing hundreds of dozens of meshes? WOW. I love this. Uhhh no. It uses bodyslide.... Unless Expired can finish his bodymorph idea.
blabba Posted December 17, 2014 Author Posted December 17, 2014 From the pervs who brought you Belly Jiggle/Collision: (Me and Groovtama ) I present to you ladies and gents, Calf Jiggle: http://gfycat.com/DimwittedScientificHorse Since I was away from doing much modding lately, I had to re-learn how havok and Hydro's plugin worked and this led me to no endless amount of rage yesterday. But I finally got the above to work REALLY well. (I'm surprised still that for once everything went according to calculations!). In case people can't tell because it's a pretty subtle effect: Your thigh now reacts somewhat like a stretchy muscle would. This greatly improves the visuals for knee joint bending (IMO). I'll be adding Thigh stuff in a bit. I won't be adding anything else though due to technical limitations. And for those who really don't like the extra calf/thigh hdt stuff, you can at the least have some more sliders to play with in RM to customize your character so there's that.
oli3d Posted December 17, 2014 Posted December 17, 2014 Poor Girl.... i think i should make a good meal for that poor hungry girl..... and many sweet rools as desert... Oli
HyperMax Posted December 17, 2014 Posted December 17, 2014 From the pervs who brought you Belly Jiggle/Collision: (Me and Groovtama ) I present to you ladies and gents, Calf Jiggle: http://gfycat.com/DimwittedScientificHorse Since I was away from doing much modding lately, I had to re-learn how havok and Hydro's plugin worked and this led me to no endless amount of rage yesterday. But I finally got the above to work REALLY well. (I'm surprised still that for once everything went according to calculations!). In case people can't tell because it's a pretty subtle effect: Your thigh now reacts somewhat like a stretchy muscle would. This greatly improves the visuals for knee joint bending (IMO). I'll be adding Thigh stuff in a bit. I won't be adding anything else though due to technical limitations. And for those who really don't like the extra calf/thigh hdt stuff, you can at the least have some more sliders to play with in RM to customize your character so there's that. You can actually see the muscle flex, though she looks emaciated. She should take the horse from the link url and eat it. There appears to be some huge bulges but it was too fast and low res that can't be too sure. Looked really good though. A suggestion of importing models from Blade and Soul? Or maybe the ability to create those unrealistic proportions of B&S. Specifically the long (thick, elongated) legs and specifically the Gon race though the Kun race is also very elegant and would be the Western equivalent of an Elves I guess.
fighter139 Posted December 18, 2014 Posted December 18, 2014 Ah you can really see it when you slow the gif down using the +/- buttons at the bottom, way cool!
HyperMax Posted December 18, 2014 Posted December 18, 2014 Ah you can really see it when you slow the gif down using the +/- buttons at the bottom, way cool! That is cool.
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