Popupwaffles Posted November 28, 2014 Posted November 28, 2014 I was reading on the second or so page, and someone mentioned having to merge the upper and lower body meshes. I have no clue how to do that. It's all Greek to me. >.< Literally ALL I want, is this one character I have to wear a chubby version of this clothing. One piece of clothing. I don't want to add it to NPCs, I don't want to add it to levelled lists, I just want to give it to my character, and that's it, yet it's just giving me such a headache. >.< Whether you are converting a single outfit or a thousand, the basic process is the same. The tool makes many things easier than they would be, but it doesn't necessarily make them easy. OK, so when things go wrong, look in the save folder. There is a log file which will tell you how far the tool got and list any error messages. Anyways, when you make the lattice for Oblivion meshes, make sure that you select the feet, hands, upper body, and lower body nifs for both the target and template bodies. That will allow the tool to 'merge' them properly. As far as the rest, feel free to post the log file. And I think I've found my problem. Trying it again! EDIT: Lattice creation seemed to work perfectly, but when I tried converting the clothes, nothing appeared. Here's the log. EDIT2: If it helps, for Curvaceous, I used the Robert's feet from the downloads page, and the vanilla hands; and for the DMRA, I used the vanilla feet and hands. And, of course, the respective upper and lower bodies.
gerra6 Posted November 28, 2014 Author Posted November 28, 2014 I recognize that error. It basically means that the skin instance does not have a correctly set scene root. This can sometimes cause games to crash and always causes a crash in the current versions of Clothing Converter. It's pretty easy to fix in Nifskope. Post the Clothes.nif and I'll add the scene root.
Popupwaffles Posted November 28, 2014 Posted November 28, 2014 I recognize that error. It basically means that the skin instance does not have a correctly set scene root. This can sometimes cause games to crash and always causes a crash in the current versions of Clothing Converter. It's pretty easy to fix in Nifskope. Post the Clothes.nif and I'll add the scene root. Here ya go. It's from this mod. I saw the clothes in the first pic, bottom right corner, and I had the idea of a Redguard Mystic. That's just the only place I could find that particular outfit. Says it's for BBB, but that just means it -allows- BBB, right? I don't have it installed, so it wouldn't give me the Infini-Boobs bug if I don't have it, right? Clothes.nif
AnnaFly Posted November 28, 2014 Posted November 28, 2014 This is driving me up a wall. I followed the OP as best I could to get it to work, but it just seems the more I try, less actually gets done. >.< I'm trying to convert something I found for DMRA to SPB Curvaceous' chubby variety. I opened up MakeLattice.bat, pointed "Convert From" to the DMRA upper body mesh, and the "Convert To" to the SPB Curvaceous upper body mesh, waited for it to generate a lattice, opened up ConvertClothing.bat, selected the generated lattice in "Clothing Converter/lattice", pointed "Select Target Folder" at a folder with the one and only mesh I want, let it run...and it doesn't give me anything. Nothing is generated into the output folder. I was reading on the second or so page, and someone mentioned having to merge the upper and lower body meshes. I have no clue how to do that. It's all Greek to me. >.< Literally ALL I want, is this one character I have to wear a chubby version of this clothing. One piece of clothing. I don't want to add it to NPCs, I don't want to add it to levelled lists, I just want to give it to my character, and that's it, yet it's just giving me such a headache. >.< Greetings. ..." I was reading on the second or so page, and someone mentioned having to merge the upper and lower body meshes. I have no clue how to do that. It's all Greek to me. >.< .... " Very simple ; use NifSkope to merge your different body parts. http://sourceforge.net/projects/niftools/files/nifskope/1.1.3/ For this purpose you can use the LAPF Skeleton or the one you usually use in game ... it's better ( much more "clean" ) to not merge Skeleton and meshes , but in this case i don't think it could cause a particular problem . 1) Open one NifSkope window just by double-clicking on the " Skeleton.nif" you want to use. 2) Open another NifSkope's window where the mesh you want to use is . Select this one , right click ---> Block ---> copy branch . 3) On the first NifSkope's window ( where the Skeleton is ) select the very first node ( just by clicking on it ) at the top ( usually , but not always , it's called " Scene Root" ) : right-click --->Block ---> past branch . Repeat the same operation for all your different body parts you want to assemble. 4) Save of course ! Cheers.
myuhinny Posted November 28, 2014 Posted November 28, 2014 You can also make a copy of the upperbody nif and lowerbody nif place them into a folder and then load up like say the upperbody right click the body and go to block - copy branch then load the lowerbody and go to scene root right click it and go to block - paste branch. This will probably pop up a ninode error write down the missing ninode then load the upperbody back up and look for the ninode in the left hand list till you find it then right click the line and go to block - copy branch then load the lowerbody back up and right click scene root and go to block - paste branch then save as to overwrite the nif. If the ninodes come in pairs like the OP1 through OP3 if it is missing one of them then you know you will probably also need the other 2 two as well. Once you get all the ninodes copied over that are needed then load up the upperbody again and right click the body and go to block - copy branch then load the lowerbody back up and right click scene root and go to block - paste branch if you have copied all of the needed ninodes needed from the upperbody nif then it should now allow you to paste the upperbody into the lowerbody nif then save as.
gerra6 Posted November 28, 2014 Author Posted November 28, 2014 Here ya go. It's from this mod. I saw the clothes in the first pic, bottom right corner, and I had the idea of a Redguard Mystic. That's just the only place I could find that particular outfit. Says it's for BBB, but that just means it -allows- BBB, right? I don't have it installed, so it wouldn't give me the Infini-Boobs bug if I don't have it, right? Yep, one of the meshes was missing the scene root link in its skin instance. OK, so the BBB question. Short answer, if a mesh is rigged with certain bones, the skeleton that you use in-game to animate it *must* have those bones as well. Otherwise, the game won't know how to render those bones and default them to a real world location of (0,0,0), which is why you get those boobs (or other body part) stretching all the way to the far corner of the map. Bad stuff. Now, to avoid that, all you need is a skeleton that has those bones placed in the appropriate folder (don't remember the path offhand). This will prevent the boobsplosion. And, if you don't want actual BBB motion, that's fine. As long as you have not installed any BBB animation packs or BBB related physics packages, you won't get any BBB motion just from having the skeleton and meshes. Clothes.7z
gerra6 Posted November 28, 2014 Author Posted November 28, 2014 Very simple ; use NifSkope to merge your different body parts. You can also make a copy of the upperbody nif and lowerbody nif place them into a folder and then load up like say the upperbody right click the body and go to block - copy branch then load the lowerbody and go to scene root right click it and go to block - paste branch. That's very good information. It is probably worth noting that the latest versions of Mesh Rigger and Clothing Converter don't require you to manually merge the target or template meshes. Simply placing all of the nifs in the same folder, and then selecting all of them when choosing the template or target nifs, will cause my framework to automatically merge them into a single virtual mesh. This won't modify the nifs in any way, but it will allow my tools to treat them as if they have already been merged.
Popupwaffles Posted November 29, 2014 Posted November 29, 2014 Ooh, lotsa information! Thanks, Gerra and Myuhinny! I'll try using the clothes you provided first, Gerra, and if that doesn't work, I'll try merging the body parts and making a lattice with that. So, for BBB, I just need a skeleton with boob bones to avoid Infini-Boobs? Right, I think I've got a skeleton installed. Thanks, again!
Popupwaffles Posted December 2, 2014 Posted December 2, 2014 Ergh, still having a problem with my mesh. Got the clothes you sent me, used that one, and...the new mesh is all screwed up. :V Top is fine, but the lower part is...not. For some reason, my screenshots of Oblivion are coming out corrupted, so the best I can do is upload the nif. The best way I can describe it is the stomach bit is concave, and the texture there is stretched. Around the skirt part, it looks like it's sort of pleated, but obviously not supposed to be like that. At the front is a long bit of "pleating" with more texture stretchiness. Here's my new log. Clothes.nif
orgs1n Posted December 2, 2014 Posted December 2, 2014 Here's one I can't figure out. I'm trying to convert the transparent version from Nocturnal's Robe, as remodeled by Chronotrigger77. Thoe whole converted robe seems to be moved upwards, making the shoulders look hunched and causing gaps in the wrists and overlap issues at the hips. Below are three pictures to illustrate the effect. First is my custom body, basically UNP Topmodel with b3lisario's pregnancy weighting. Second is the robe as-is, i.e. some CBBE derivate. I makde the lattice based on the body inside the .nif. Third is the converted robe. I also tried converting based on standard CBBE, but then Skyrim crashes immediately after loading -- with the robes merely in the inventory, not even worn. Those conversions are attached here, in case you find that crash peculiar. They load normally in nifskope. nocturnal_trans_0.nif nocturnal_trans_1.nif
gerra6 Posted December 2, 2014 Author Posted December 2, 2014 Here's one I can't figure out. I'm trying to convert the transparent version from Nocturnal's Robe, as remodeled by Chronotrigger77. Thoe whole converted robe seems to be moved upwards, making the shoulders look hunched and causing gaps in the wrists and overlap issues at the hips. Below are three pictures to illustrate the effect. That looks like an instance of the famous Skyrim displacement bug. Basically, vanilla Skyrim meshes use a pant-on-head stupid method of displacing the meshes in-game (incredibly goofy skin deformation combined) combined with bones at non-vanilla skeleton transformations which ensure that the nifs won't import into any 3d modeling program with their deformed position intact. In a nutshell, you end up with meshes that are displaced from each other before/after import/export by y: +2.5443 z: -3.2879 Test your body with the hands from the robe. Check to see if they are displaced from each other. If they aren't, send me your custom body and the robes. I'll see if I can figure it out. It's possible that the robes are using some bizarre method to re-position the meshes that my tool framework is not capturing. I also tried converting based on standard CBBE, but then Skyrim crashes immediately after loading -- with the robes merely in the inventory, not even worn. Those conversions are attached here, in case you find that crash peculiar. They load normally in nifskope. I'll take a look.
gerra6 Posted December 2, 2014 Author Posted December 2, 2014 The best way I can describe it is the stomach bit is concave, and the texture there is stretched. Around the skirt part, it looks like it's sort of pleated, but obviously not supposed to be like that. At the front is a long bit of "pleating" with more texture stretchiness. Best guess, it's a problem in the lattice. What meshes did you use as the template and target when you generated the lattice? Because it *looks* like you generated the lower body using legs as the To and a skirt as the From.
orgs1n Posted December 2, 2014 Posted December 2, 2014 Test your body with the hands from the robe. Check to see if they are displaced from each other. If they aren't, send me your custom body and the robes. I'll see if I can figure it out. It's possible that the robes are using some bizarre method to re-position the meshes that my tool framework is not capturing. I also tried converting based on standard CBBE, but then Skyrim crashes immediately after loading -- with the robes merely in the inventory, not even worn. Those conversions are attached here, in case you find that crash peculiar. They load normally in nifskope. I'll take a look. My custom body with CBBE hands looks as one would expect; there's a clear seam but no real gap. The custom body is attached. femalebody_0.nif femalebody_1.nif Don't bother looking into the crash on loading. That seems to come and go randomly since yesterday. This game...
Popupwaffles Posted December 2, 2014 Posted December 2, 2014 The best way I can describe it is the stomach bit is concave, and the texture there is stretched. Around the skirt part, it looks like it's sort of pleated, but obviously not supposed to be like that. At the front is a long bit of "pleating" with more texture stretchiness. Best guess, it's a problem in the lattice. What meshes did you use as the template and target when you generated the lattice? Because it *looks* like you generated the lower body using legs as the To and a skirt as the From. Attaching my meshes. I checked the DMRA lower body, and it's legs, not a skirt. Maybe I need to mess with the settings for lattice-making? EDIT: I tried using the fixed DMRA version you posted, Gerra, and it has the same problem the converted one has. Maybe something went wrong when you added the scene root, or something? EDIT: Okay, nevermind, it seems even a clean version of the clothes I downloaded from the Nexus has that same problem. It's this download. Choose the "lower class" file, and it's LS16.nif. I guess I just chose a crappy outfit? DMRAtoCurv.rar
gerra6 Posted December 3, 2014 Author Posted December 3, 2014 If they aren't, send me your custom body and the robes. I'll see if I can figure it out. It's possible that the robes are using some bizarre method to re-position the meshes that my tool framework is not capturing. My custom body with CBBE hands looks as one would expect; there's a clear seam but no real gap. Well, I was half right. I downloaded the package from Nexus and took a peek at the nocturnal robe. Oh my. So yeah...the nocturnal robes do indeed use an incredibly goofy method to reposition the nif. So goofy that it's one I never imagined I'd actually encounter anything quite like it in the wild. I'm honestly not even sure what the proper rendering for it would be. Basically, the mod author or someone else noticed that the mesh was displaced from where they wanted it to be. So they did what any sensible Nifskope guru would do and manually add an appropriate translation transform. So far, so good. *Unfortunately* they decided that the best place to apply it was the scene root. Now...the scene root is a funny little node. Any transformation that you make to the scene is also applied to every child of the scene root. This means that if they apply a displacement to the scene root, yes they displace the geometry block (yaay, it moved!) but they also displaced every bone that the geometry block is skinned with. This has the net effect of undoing that transformation. And, since the skin instance has a link to the scene root, I *think* that the skin instance transformation will receive an additional transformation from that. I'm not entirely sure on that one. Now, where things get extra weird, they also added the inverse displacement to the geometry block, and the displacement to the skin instance. So...what does all of this mean? I dunno. Transformations on the scene root are bad? Yes. Yes they are. Anyways, I'll need to do a bit of research before I can patch this. The precise order in which a transformation is applied it incredibly important when attempting to render a mesh offline. And that order is, essentially, just convention. I just need to ensure that my internal rendering does it in the exact same order that the Skyrim engine does it. And I honestly have no idea exactly where the second scene root transform belongs, whether it gets placed before the skin instance transformation before it modifies skinned bones, after the skin instance transformation before it modifies skinned bones, or after both...or somewhere else that I would never guess. Hmm. Fun stuff. Anyways, in the meantime, the work-around is to open that crazy nif, get rid of all of the extra transformations, and just use one. Generally, the one on the geometry block is best. Note...that nif currently has the geometry block with the negative transform of the one it needs.
gerra6 Posted December 3, 2014 Author Posted December 3, 2014 EDIT: Okay, nevermind, it seems even a clean version of the clothes I downloaded from the Nexus has that same problem. It's this download. Choose the "lower class" file, and it's LS16.nif. I guess I just chose a crappy outfit? I'll take a look when I get the chance.
Popupwaffles Posted December 3, 2014 Posted December 3, 2014 EDIT: Okay, nevermind, it seems even a clean version of the clothes I downloaded from the Nexus has that same problem. It's this download. Choose the "lower class" file, and it's LS16.nif. I guess I just chose a crappy outfit? I'll take a look when I get the chance. I downloaded the same clothes from this file, and it's got the same problem, in-game. Strange thing is, I opened it in Nifskope, and it looks fine...I think. It's all untextured when I view it there, haven't figured out how to get textures to work there. Literally all I want to do is have a single piece of clothing for a Redguard Mystic I made. >.< Even made my own damn .esp that just adds a piece of clothing with one of these ripped meshes, and adds it to a container in a convenient location, for personal use. That's it. And it's taking so damn long to get it working. EDIT: Started to look for other armors, and opened up this thread last night, over on the Nexus forums. Got some pretty good responses!
foreveraloneguy Posted December 4, 2014 Posted December 4, 2014 Anyways, in the meantime, the work-around is to open that crazy nif, get rid of all of the extra transformations, and just use one. Generally, the one on the geometry block is best. Note...that nif currently has the geometry block with the negative transform of the one it needs. I've found that outfit studio from bodyslide is really good at handling those sorts of things. If it doesn't like the way the transforms are done, it simply discards them. It's inconvenient at time, since then I have to figure out the offset for the armor by trial and error, but it should take care of this problem for you. But you will probably have to reapply the offsets. The best way I've found is to use "move shape" from the shape menu, not "offset shape" from the right click menu. Using offset shape generally doesn't give the desired results.
gerra6 Posted December 4, 2014 Author Posted December 4, 2014 I've found that outfit studio from bodyslide is really good at handling those sorts of things. If it doesn't like the way the transforms are done, it simply discards them. It's inconvenient at time, since then I have to figure out the offset for the armor by trial and error, but it should take care of this problem for you. But you will probably have to reapply the offsets. The best way I've found is to use "move shape" from the shape menu, not "offset shape" from the right click menu. Using offset shape generally doesn't give the desired results. I haven't actually released them yet, but the current Dev version of Mesh Rigger has an option that ignores any pre-existing skinning. I've also coded a mini tool that can automatically identify and apply the correct offsets to ensure that a given mesh lines up with anything it shares a seam with. They'll be included in the 0.90 package, once I finish up some back-end work and a bunch of Seam Mender code.
myuhinny Posted December 11, 2014 Posted December 11, 2014 I find it funny that you get 2 different outcomes when converting the same 2 UNPB and CBBE bodies. I converted my UNPB TBBP body to CBBE with everything but skin turned on it came out alright not perfect but really good either way. UNPB to CBBE But using the same 2 bodies and switching them around to CBBE to UNPB the breast area back of the arms crotch areas and shoulders were destroyed. I have no picture because I overwrite the mesh running the next one. I was still using the same settings as the one above. So the next time I instead turned all three on and it came out perfect and even closer looking then the above one. CBBE to UNPB Player's body As you can see for some reason the one with UV map and the other 2 turned on came out better then the first one and didn't get destroyed like the 2nd one did with only skin turned on. Or maybe it's because I ran it through mesh rigger before conversion to give it UNPB TBBP though when I ran it through it I left the UV part turned off. *Edit I tried to convert the armor that wasn't ran through mesh rigger it came out messed up. I then took the one from the mesh rigger output folder and tried it and it came out like the above one. So it seems that this is from running it through mesh rigger though it's a bit weird that it converts the one way with skin only on but the other way it needs everything turned on. Well this is the outcome from converting the CBBE mermer outfit to UNPB TBBP. I did have to replace the CBBE body with my UNPB body. I tried to convert their other one that has starfish on the breast butt and crotch but the starfish must have some weird things done to them because they head south for the winter when you run it through mesh rigger on an setting. Don't mind the hip marks that is being caused by using CBBE textures that I am using to check out a different CBBE armor. Those marks will be gone when I switch back to UNPB.
Popupwaffles Posted December 12, 2014 Posted December 12, 2014 Anyways, in the meantime, the work-around is to open that crazy nif, get rid of all of the extra transformations, and just use one. Generally, the one on the geometry block is best. Note...that nif currently has the geometry block with the negative transform of the one it needs. I've found that outfit studio from bodyslide is really good at handling those sorts of things. If it doesn't like the way the transforms are done, it simply discards them. It's inconvenient at time, since then I have to figure out the offset for the armor by trial and error, but it should take care of this problem for you. But you will probably have to reapply the offsets. The best way I've found is to use "move shape" from the shape menu, not "offset shape" from the right click menu. Using offset shape generally doesn't give the desired results. From what I remember of Outfit Studio, "move shape" only moves it in Outfit Studio so you can compare it with something else, and "offset shape" actually moves the entire mesh around. Or maybe I got it backwards. >.> The one that actually moves the mesh is in the menu at the top, not at the right. I think. *cough*
foreveraloneguy Posted December 13, 2014 Posted December 13, 2014 Yeah, that's the one I'm talking about. What you're thinking of is that both options have a "virtual" twin option that only moves it in outfit studio. I think.
Popupwaffles Posted December 17, 2014 Posted December 17, 2014 I'm trying to convert the default clothing to SPB Curvaceous XL, but it always ends up...bad. The clothes look jagged, the boobs aren't always as big, and there's often a weird sunken bit in the lower stomach. This is just one of the outfits, though the weird dip in the stomach isn't shown that well on this one. I also apologize for it being textureless, the only way I know how to add texture to something in NIfskope is to right-click the "texture" bit at the bottom and point it to the right texture, but...sometimes the "texture" line just doesn't like to show up. :v EDIT: Now that I look through the meshes again, I don't think there's a sunken stomach, the boobs are just...not the right size. And there's some jagged edges that I'd like to smooth out, like the hips on that piece up there.
cobme Posted December 21, 2014 Posted December 21, 2014 Hello, I'm having an issue with the tool... When I start a converting process and I choose to customize the mesh in order to add padding to certain meshes, the customize window is constrained in size, I can't view all of the meshes in the window as they don't all fit in. I can't scroll sideways to view them either so I can't manipulate them... I can barely click the "OK" button.
myuhinny Posted December 21, 2014 Posted December 21, 2014 I have a question is there a way to fix a string index to large value error? I have a armor I was trying to convert for fallout NV and the converter closed. I retried and got my hands by the Ctrl Alt Prt Scr buttons and as soon as it looked like it was posting a error before closing I pushed them then pasted it into paint.net to look at what was there on the screen before it closed. Seemed to be a couple of errors in it.
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