blabba Posted December 18, 2014 Author Posted December 18, 2014 Thighs are done: https://www.youtube.com/watch?v=ckWagfhlD7A&list=UUOdoVEiowBiPmQ2yUPQKkSg I'll release the body v4 alpha whenever Groovy gets time to update his skeleton. The OP will get a huge update as well, with what can be expected to be added to Citrus and stuff. If I'm patient enough I'll write some helpful hints for those hdt tweakers out there who might wish to find some better physics values than what my current 5 minute setup does.
blabba Posted December 19, 2014 Author Posted December 19, 2014 So nothing on the hand fix? Hands and feet were fixed long back. They were also set to follow UNP hand seams by default now. I'll probably write the full changelog on OP, just waiting for Groov's new skeleton updates before I can give you guys the meshes otherwise everyone will just CTD.
fighter139 Posted December 19, 2014 Posted December 19, 2014 Can't wait to try this on some zomg ZGGB thunder thighs.
blabba Posted December 19, 2014 Author Posted December 19, 2014 Alpha V4 is out. It's called an alpha only because it contains no bodyslide morphs yet. Other than that it is perfectly stable. I'd like to get feedback on how well the body animates (with hdt) and how well it plays with scaling the belly and CITRUS scale sliders (not the normal breast scale sliders!) I'm working on morphs currently so next pack will be a beta with at least some of the sliders for bodyslide available. edit: If your wondering what happened to V3, @Phygnos killed it with fire.
BringtheNoise Posted December 20, 2014 Posted December 20, 2014 Sooo... If I take Alpha 4's femalebody_1.nif and throw it in the Beta 2 folder, then open up body slide and load the Unibody.nif (from Beta 2) and export that shape to an object. Then load femalebody_1.nif (Alpha 4) and create a new slider, import slider data from object (Beta 2's shape).... I end up with Alpha 4 in Beta 2's shape. Oh and I did drop the skeleton_female.nif from xpmse 2.3 into the res folder (replaced the skeleton_female_xmpse.nif). So all the bones show up... The only thing I have not done yet is rename the mesh shape in the nif (so it can work with Beta 2's xml). Damn that was kinda easy.... Next I guess I'll tinker with it, throw some spinners on it and see what happens (just kidding no spinners on the body for now anyway). So what are the sliders going to be for Beta 4? Will it start in the Ultra Petite body that the Alpha uses or will it go back to being closer to CBBE Curvy's High weight (that most of the Body Slide stuff comes in)? Edit: I forgot the wrist and hand seams on Beta 2 were kinda off. Currently running that body thru Garra6's Clothing converter to see if I can get the wrist, arms, and ankles to match up to a cbbe curvy 1 body type... The things I do when I get bored...
blabba Posted December 20, 2014 Author Posted December 20, 2014 It'll stay with the petite shape from the alpha. I did this to eliminate the need of having some sliders that go from 0-100 but instead decrease the volume of the mesh. Now almost all sliders will go from 0-100 with increasing mesh volume (thus getting rid of a lot of negative sliders as well in some cases, since a lot of bodyslide users apparently didn't know you could type negative values anyway). The new ultra skinny baseshape will help me convert armours more easily. (Almost all armours are made for more shapely forms, so by decreasing their overall mesh volume it'll still help retain the armour's overall shape better and help me identify areas of the mesh that will need to be subdivided for better morphing to the new sliders that greatly expand the area, like large breast sliders etc....)
BringtheNoise Posted December 20, 2014 Posted December 20, 2014 I Tanked it!!!! Or is that I bastardized it? I went ahead and mucked around and tried to make a version of the Unibody that shared the CBBE curvy 1 (to fix the small wrist and ankle seams in Beta 2's base shape). Still very very rough around the edges. It's kinda close though. Damn shame that with a different base shape the .bsd data complete goes jaggy when moved up in size... I do like the new bone though... Mind if I add them to the Unified HDT and HDT plus bodies at some point? Hmmm.... I wonder If I can get Carloss32's permission to add the extra bits to his hdt.xml file? Shoot I still gotta figure out how to enable alan's bones from un7b (uh yeah thats gonna suck)...
blabba Posted December 20, 2014 Author Posted December 20, 2014 I Tanked it!!!! Uh yeah I ment to do that.jpg Or is that I bastardized it? I went ahead and mucked around and tried to make a version of the Unibody that shared the CBBE curvy 1 (to fix the small wrist and ankle seams in Beta 2's base shape). Still very very rough around the edges. It's kinda close though. Damn shame that with a different base shape the .bsd data complete goes jaggy when moved up in size... I do like the new bone though... Mind if I add them to the Unified HDT and HDT plus bodies at some point? Hmmm.... I wonder If I can get Carloss32's permission to add the extra bits to his hdt.xml file? Shoot I still gotta figure out how to enable alan's bones from un7b (uh yeah thats gonna suck)... Go for it, I leave all my works open ended. And yea the fallacy of difference files is that they don't work too well with a different reference shape
BringtheNoise Posted December 20, 2014 Posted December 20, 2014 Running stuff thru the "Lifelike Idle Animation" off of nexus, I turned it into a kf file so I can run it in max... http://www.nexusmods.com/skyrim/mods/59048/? And I'm see strange shapes on the butt of the new bodies. I thought it was the cbbe shape I created from Alpha 4's high weight... But it shows up in Alpha 4's original femalebody_1.nif as well... It could just be me, and maybe it clears up in game. If that is the bones added for Racemenu scaling (NPC L\R Scalebutt), then it probably will clear up in game.
nanobain Posted December 20, 2014 Posted December 20, 2014 With this release does that mean groovtama gave you a new skel?
blabba Posted December 20, 2014 Author Posted December 20, 2014 Running stuff thru the "Lifelike Idle Animation" off of nexus, I turned it into a kf file so I can run it in max... http://www.nexusmods.com/skyrim/mods/59048/? And I'm see strange shapes on the butt of the new bodies. I thought it was the cbbe shape I created from Alpha 4's high weight... But it shows up in Alpha 4's original femalebody_1.nif as well... Funky Booty.jpg It could just be me, and maybe it clears up in game. If that is the bones added for Racemenu scaling (NPC L\R Scalebutt), then it probably will clear up in game. If you can share the kf file I can take a look at it. Though your SS only shows me a little bit spikyness if that's the problem? With this release does that mean groovtama gave you a new skel? Yea, if you go to his thread you'll see he updated skelly to 2.3 to include my added bones and even updated his RM plugin for them.
BringtheNoise Posted December 20, 2014 Posted December 20, 2014 Running stuff thru the "Lifelike Idle Animation" off of nexus, I turned it into a kf file so I can run it in max... http://www.nexusmods.com/skyrim/mods/59048/? And I'm see strange shapes on the butt of the new bodies. I thought it was the cbbe shape I created from Alpha 4's high weight... But it shows up in Alpha 4's original femalebody_1.nif as well... Funky Booty.jpg It could just be me, and maybe it clears up in game. If that is the bones added for Racemenu scaling (NPC L\R Scalebutt), then it probably will clear up in game. If you can share the kf file I can take a look at it. Though your SS only shows me a little bit spikyness if that's the problem? mt_idle.7z Edit: I'll throw this one in as well, its just a rebuild of your female_1 to a cbbe 1 (could use it to go from cbbe shapes to Citrus's base shape in the future). CBBE Shaped Unibody.7z The seams all line up with the CBBE base shape that comes with Bodyslide, the lower tummy is slightly tucked (if you load cbbe as a ref and that body as an outfit and turn wireframe on you'll see how close it is). Edit Edit... the ankle and neck seams line up with CBBE 1, the wrist is slightly off (slightly smaller then the actualy wrist seam on CBBE 1. I'll run it thru Garra6's toolset again and see if I can fix that (it's easier to build a new lattice and have that tool rebuild the wrist seam then it is to try and do it manually).
RomeoZero Posted December 20, 2014 Posted December 20, 2014 So this is only for Race menu ? what a slap in the face
BringtheNoise Posted December 20, 2014 Posted December 20, 2014 So this is only for Race menu ? what a slap in the face Have you even looked at Racemenu 3? It has an easier to use interface, along with face sculpting similar to ECE. If someone figures out how to easily convert ECE heads over to RM 3 heads... ECE will be dead.
Ecchiluvr Posted December 20, 2014 Posted December 20, 2014 So this is only for Race menu ? what a slap in the face Have you even looked at Racemenu 3? It has an easier to use interface, along with face sculpting similar to ECE. If someone figures out how to easily convert ECE heads over to RM 3 heads... ECE will be dead. That's one of my biggest concerns right now too, though i'd swap to Racemenu in a second for C.I.T.R.U.S.. How are we converting ECE heads to Racemenu now?
blabba Posted December 20, 2014 Author Posted December 20, 2014 Fixed OP The racemenu requirement was more of a soft requirement so that you could get the extended citrus sliders if you installed Groovtama's XPMSE RM plugin. It's not actually required for the body to function. As for the RM thing, yes I only officially support and will help with bug reports with RM loadouts. I leave ECE as 'unsupported' but the truth is this is just a body replacer, you can probably make this work fine with ECE. As for RM, it contains an import head function, so you can import ECE made heads straight into RM using that function. Very cool feature, and allows advanced modders to freely sculpt heads in blender and stuff. The only drawback is that your imported head and your current head needs to be the same vertex count and order. In essence that means your never going to be able to get ECE heads imported into RM with Citrus Head/Lady Head etc... You'll need to rebuild your faces from scratch if you want to update to the higher poly heads, or if you have some basic 3d editor knowledge you can easily upconvert the low poly head into a citrus head version and import it into skyrim. I'll release a 3DSMax tool/guide/script thing for that + for CITRUS body conversions when my morphs and official release of the body are done and out of beta.
Ecchiluvr Posted December 20, 2014 Posted December 20, 2014 Fixed OP The racemenu requirement was more of a soft requirement so that you could get the extended citrus sliders if you installed Groovtama's XPMSE RM plugin. It's not actually required for the body to function. As for the RM thing, yes I only officially support and will help with bug reports with RM loadouts. I leave ECE as 'unsupported' but the truth is this is just a body replacer, you can probably make this work fine with ECE. As for RM, it contains an import head function, so you can import ECE made heads straight into RM using that function. Very cool feature, and allows advanced modders to freely sculpt heads in blender and stuff. The only drawback is that your imported head and your current head needs to be the same vertex count and order. In essence that means your never going to be able to get ECE heads imported into RM with Citrus Head/Lady Head etc... You'll need to rebuild your faces from scratch if you want to update to the higher poly heads, or if you have some basic 3d editor knowledge you can easily upconvert the low poly head into a citrus head version and import it into skyrim. I'll release a 3DSMax tool/guide/script thing for that + for CITRUS body conversions when my morphs and official release of the body are done and out of beta. I'd be interested in seeing how swapping from ECE to Racemenu would effect a custom follower who started as a PC, had their head saved via ECE, had it loaded in the CK via nosetype32, and saved to their own .esp. That follower's head should be separate from other face data and therefore not be affected, right? Ultimately I want to try the Citrus heads, they look gorgeous, but that's been my holdup.
blabba Posted December 20, 2014 Author Posted December 20, 2014 I'd be interested in seeing how swapping from ECE to Racemenu would effect a custom follower who started as a PC, had their head saved via ECE, had it loaded in the CK via nosetype32, and saved to their own .esp. That follower's head should be separate from other face data and therefore not be affected, right? Ultimately I want to try the Citrus heads, they look gorgeous, but that's been my holdup. Uhh I may not be understanding your inquiry here, (I had to ask groovtama to interpret for me lol) But if your thinking of trying some way to get an ECE head imported into RM as a citrus head without doing anything in a 3d editor environment.... That's just not possible. There are no ECE heads (to my knowledge) that use the citrus head mesh at all. And you simply cannot import a lower poly head into RM onto a higher poly head. The system won't let you. You'd need to morph the citrus head to conform to your ECE head shape in a 3d editor and then you can import it into RM.
Psych0Monk3y Posted December 20, 2014 Posted December 20, 2014 Can someone please tell me which hand meshes I should be using for CITRUS v2? A direct link would be super helpful. It seems no matter which I try I end up getting stuff that looks like: and
Carida Posted December 20, 2014 Posted December 20, 2014 Can someone please tell me which hand meshes I should be using for CITRUS v2? A direct link would be super helpful. It seems no matter which I try I end up getting stuff that looks like: 2014-12-20_00002.jpg and 2014-12-20_00004.jpg Did you read the OP at all? All your answers as to the hands are there. -C
Infernal2 Posted December 20, 2014 Posted December 20, 2014 Alpha V4 is out. It's called an alpha only because it contains no bodyslide morphs yet. Other than that it is perfectly stable. I'd like to get feedback on how well the body animates (with hdt) and how well it plays with scaling the belly and CITRUS scale sliders (not the normal breast scale sliders!) I'm working on morphs currently so next pack will be a beta with at least some of the sliders for bodyslide available. edit: If your wondering what happened to V3, @Phygnos killed it with fire. Ask and ye shall receive... I'm having very, very odd breast scaling issues. Without touching the normal breast slider, the scaling tends to be heavily weighted on the right breast. In other words if I bring the breast scale or fullness or sag up to the same level for both breasts, the right breast always seems to be fifty percent bigger. To test it, I brought the breast slider all the way down to 0 and then started playing with the sliders but while you can see some change on the breast as if its trying to move, with the breast slider down, the breast scale will not work at all. Also, I'm getting terrible hand and foot seams but I think that's what you meant in the changelog. Also? Feed her a sammich!
blabba Posted December 21, 2014 Author Posted December 21, 2014 Ask and ye shall receive... I'm having very, very odd breast scaling issues. Without touching the normal breast slider, the scaling tends to be heavily weighted on the right breast. In other words if I bring the breast scale or fullness or sag up to the same level for both breasts, the right breast always seems to be fifty percent bigger. To test it, I brought the breast slider all the way down to 0 and then started playing with the sliders but while you can see some change on the breast as if its trying to move, with the breast slider down, the breast scale will not work at all. Also, I'm getting terrible hand and foot seams but I think that's what you meant in the changelog. Also? Feed her a sammich! I'll double check my weightings for the left and right breast scales they should be pretty even. As for seams, you really shouldn't be seeing any 0.o the changelog mentions they were fixed not that their on my to-do list lol And yes, I'm still working on morphs! Though first batch of those in conjunction with bodyslide should be out relatively soonish If you could take pics of the scaling issue and the seam issue it'd help me out a lot. (And please let the pictures be in bright areas!)
RomeoZero Posted December 21, 2014 Posted December 21, 2014 Fixed OP The racemenu requirement was more of a soft requirement so that you could get the extended citrus sliders if you installed Groovtama's XPMSE RM plugin. It's not actually required for the body to function. As for the RM thing, yes I only officially support and will help with bug reports with RM loadouts. I leave ECE as 'unsupported' but the truth is this is just a body replacer, you can probably make this work fine with ECE. As for RM, it contains an import head function, so you can import ECE made heads straight into RM using that function. Very cool feature, and allows advanced modders to freely sculpt heads in blender and stuff. The only drawback is that your imported head and your current head needs to be the same vertex count and order. In essence that means your never going to be able to get ECE heads imported into RM with Citrus Head/Lady Head etc... You'll need to rebuild your faces from scratch if you want to update to the higher poly heads, or if you have some basic 3d editor knowledge you can easily upconvert the low poly head into a citrus head version and import it into skyrim. I'll release a 3DSMax tool/guide/script thing for that + for CITRUS body conversions when my morphs and official release of the body are done and out of beta. I'd be interested in seeing how swapping from ECE to Racemenu would effect a custom follower who started as a PC, had their head saved via ECE, had it loaded in the CK via nosetype32, and saved to their own .esp. That follower's head should be separate from other face data and therefore not be affected, right? Ultimately I want to try the Citrus heads, they look gorgeous, but that's been my holdup. CF FaceGenData would not be affected they have their own data of head mesh, you can even add to them any new objects.Only player and in game npc use chargen.tri etc. Waiting for bodyslide support ^ ^
BringtheNoise Posted December 21, 2014 Posted December 21, 2014 Sooo... If I take Alpha 4's femalebody_1.nif and throw it in the Beta 2 folder, then open up body slide and load the Unibody.nif (from Beta 2) and export that shape to an object. Then load femalebody_1.nif (Alpha 4) and create a new slider, import slider data from object (Beta 2's shape).... I end up with Alpha 4 in Beta 2's shape. Oh and I did drop the skeleton_female.nif from xpmse 2.3 into the res folder (replaced the skeleton_female_xmpse.nif). So all the bones show up... The only thing I have not done yet is rename the mesh shape in the nif (so it can work with Beta 2's xml). Alpha to Beta in 4 minutes.jpg Damn that was kinda easy.... Next I guess I'll tinker with it, throw some spinners on it and see what happens (just kidding no spinners on the body for now anyway). So what are the sliders going to be for Beta 4? Will it start in the Ultra Petite body that the Alpha uses or will it go back to being closer to CBBE Curvy's High weight (that most of the Body Slide stuff comes in)? Edit: I forgot the wrist and hand seams on Beta 2 were kinda off. Currently running that body thru Garra6's Clothing converter to see if I can get the wrist, arms, and ankles to match up to a cbbe curvy 1 body type... The things I do when I get bored... I used your method but the slider don't change, have you the solution ? If you do this you will need to rename the mesh inside the nif to BaseShape (Alpha 4's mesh name is UniBaseTest1 by default). Why: Because the xml file for Citrus Beta 2 looks for the mesh name to be BaseShape and the nif name to be Unibody. Now, I was playing around with the Alpha 4 base body.... Simply because I got bored of waiting on Bla Bla to produce some sliders to go with Alpha 4 (it's Alpha so yeah it's not even at beta testing phase yet and I got antsy). Note: If you try to do what I did... you will find out the wrist and ankle seams will not line up with the hands and feet that are part of Citrus Alpha 4. So don't go trying to use this as a permanent solution for your Skyrim gaming fun. Oh and just for Giggles... This is what happens when you take Carloss32's v.2 all in one hdt xml file and combine it with Bla Bla's Alpha 4 body.xml (named it body cause that is what the NiStringExtraData points to). Body.xml I'm not sure what will happen as I haven't actually tested it yet... but It should give you weapon sling HDT physics as well as hand/breast collision.... I wonder what size the sphere is set to and how large the breast need to be to match that sphere? Note: The file goes in the "meshes\actors\character\character assets\" folder cause that is where the NiStringExtraData points to. Stuck it under a spoiler so you'll only set it if you look for it
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