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New Clothing Body Style Converter Beta v0.89f (10-26-2014)


gerra6

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Posted

You shouldn't actually have to add the body to the nif.

 

For the most part, the tool should work like this.

 

1. Create a re-usable conversion template (lattice) using a body nif that matches the body type of the clothes you want to convert from, and a body nif that matches the body type you are converting to.

2. Use that template to convert the clothing/armor nif that you want to modify.

Posted

Well many times I want to put a body under them so that I can remove parts of the texture/make something transparent and you can't if there is a hole/parts of the body missing.  The set I am playing with that has the ghost armor is set up really nice all almost all of the armors even the boots are set up so that the body that is using it fits perfectly without clipping even empty boots that have no body in them that I added the body to them so that I could convert it to TGND.

 

The ghost armor came out perfectly except for the chest area but that is common with DMRA then I added transparency to it. I came across at nif the other day called erection nipple so I had to try it out and converted the body top to TGND and I'm now the only person that I know of that now has a TGND with erect nipples.  :) I use that body top on form fitting tops or top that form around the chest nice.

 

 

post-25667-0-22978200-1397684151_thumb.jpgpost-25667-0-70009400-1397684428_thumb.jpgpost-25667-0-76160500-1397684440_thumb.jpgpost-25667-0-44152700-1397684454_thumb.jpgpost-25667-0-33668300-1397684542_thumb.jpgpost-25667-0-58093800-1397684555_thumb.jpg

 

 

Posted

I tried creating a Lattice from the Type 3 Cali Boobs body to the Type6M body. It seems to go through the entire process, stops and doesn't save the Lattice it was creating. I'm using the latest Portable Package and installed the Python version included as I was using an older Version 2 for something else.

 

Here's the log and where it ends, there was a ton of gibberish but I couldn't catch it before the window closed itself.

 

 

 

That's where it stops and closes itself. I know nothing of the technical aspects of such things so what's happening? :)

 

A bit more info: I'm running Windows 8.1 64-bit but my installed Python versions are 32-bit. Not sure if that matters but throwing it out there. Also I tried running it as an Administrator and got this error:

 

post-122494-0-96579200-1397824184_thumb.jpg

 

It does run if I just open it normally and I'm not sure if that even means anything but I'm just throwing it out there!

Posted

If it stops/closes and doesn't save anything that could mean that there is something wrong with either the to or from body. The to and from bodies should not have anything but the bodies in the nif anything else like armor/armor pieces fingernail/toenails need to be deleted out or they will cause it to close. Try clicking default to reset the setting and try it without changing anything. It could also mean that there is something wrong with one of the bodies. I have had outfits do it before. The meat caps are fine to be left in the nifs.

Posted

I managed to catch the last line of the error that occurs: UnboundLocalError: local variable 'face_' referenced before assignment

 

What I'm trying to do is make a lattice to convert from the CaliBoobs body in Kendo's Type 3 Body Pack to Type 6M.

Posted

I've tried a few times to upload the NIFS but it's not working for me right now. I will try again later when my connection is better and edit this post to include them. I apologize. x.x

Posted

I just tried making a lattice with the cali body as the from and the t6m body as the to and had no problem. The bodies that you are using are they from the armor themselves? If they are from the armor are you using the right click item pieces going down to block then selecting remove branch? Or are you just using the remove option under block? If you are removing things from a nif you must make sure to be using the remove branch the remove option should only be used when you are not going to be saving as it does not remove everything it just removes the item from the nif but leaves all of the branches which is how you get dirty nifs and leaving things in them can cause problems making a lattice.  

 

post-25667-0-84770300-1397872759_thumb.jpg The bodies should look like this in nifskope just the meatcaps. When I made the lattice I had it set to here which is the default settings.

 

 post-25667-0-55523300-1397873063_thumb.jpg Then before hitting ok I hit file save as name lattice then go to save current settings name it and then hit ok.

Posted

Took 5 seconds to spot what I was talking about look at your nif for the upper body notice that *material.001.001.001* get rid of it that is probably what could be causing your lattice to fail. Running it through the converter now. Have you tried using the converter after it closes to see if it works? The one screen will close when it has finished making the lattice. NVM it seems that material is one of the meatcaps.

 

*Edit 

 

So far it made the lattice fine even with that material in it and it's partway through converting a body and hasn't hit anything yet that material might cause it to close will find out soon.

Posted

Yes I have, it does the same thing. I just removed the *material.001.001.001* and am running the converter again. It takes awhile for me so let's see how it goes!

Posted

My first attempts were with the Full Version, right now I'm using the Light Version. Both had the same crash though.

 

Well removing the material thingy, same issue. I think this is a lost cause for me as I don't understand Nifskope very well at all and any of the more advanced tools people use and was hoping this would be easier. x.x I don't have the expertise to solve these issues on my own so thanks for your help though. :)

 

Basically what I was trying to get was a Type 3 to Type6M lattice. I used CaliBoobs because I have a lot of Cali stuff I wanted to try and convert but alas. Perhaps I'll try a Base Type 3 body but I'm thinking the problem is with the Type6M Mesh but as I said, I don't have the know-how to pinpoint what's happening.

Posted

I know the first time I tried converting a armor for fallout New Vegas I would get the lattice made but it closed when trying to make the convert later I tried again but with a different armor and it worked but going back and trying the other one again had the same outcome. I started deleting parts out of the copy of the main armor when I finally had it all deleted it then started to do the convert so doing a bit more by deleting 1 piece and trying each time I found out that there was something either on the armor or wrong with it because each piece would do that so I threw the armor mod away. It could be that there is something wrong with the to or from body maybe trying different bodies might work and if it does then you can try to pinpoint if it's to and from nif by first switching out the new to with the old to and trying it and then switching out the new from to the old from and seeing what happens. 

Posted

I will try with different bodies another time. Right now I'm too frustrated and it's best for me to just take a step back and regroup when things happen this way. Usually when I go back to it everything seems a little easier. I don't know why. :P

Posted

I'm a complete novice at modding, and this tool actually works for me! AMAZING!

 

Now I can finally get some nice armor for my loli character - no big boobs or butt anymore!  ;)

 

Thank you so much for the great tool! It is LEGENDARY!  :cool:

 

-----

 

BTW, am I supposed to generate two lattice files out of femalebody_0.nif and femalebody_1.nif, and convert the armor's *_0.nif and *_1.nif separately? I have only used femalebody_0.nif so far, and the weight slider seems to work just fine. 

Posted

Cross game isn't supported? or did I manage to do something else wrong?

Well...sort of, but it's pretty unpredictable.

 

One of the problems is that my framework does not, at present, do a very good job converting between meshes with incompatible rigging. This is unfortunately true for both Mesh Rigger and Clothing Converter. Fixing this (amazingly complicated) issue has been my primary focus for the past two weeks. I believe that the next release of my tools should resolve that issue.

 

In the meantime, the question of whether or not the tool will be able to accurately match locations between meshes from different games is a bit of a crapshoot.

 

Now...assuming that the meshes are rigged simply enough for the tool to be able to successfully calculate a shared worldspace, the next problem is that the textures won't be compatible. Now, this isn't the end of the world, but Clothing Converter performs best when converting between meshes with 100% compatible textures. If the tool can't use UV search, it resorts to a nearest point on surface search that, while reasonably effective, requires the meshes to be reasonably similar in general shape and layout in order to generate a successful conversion.

 

There's also the issue of base rest pose. I wrote an experimental tool called Pose Converter which is buried, I think, in the mesh rigger thread. I'll be updating that in the near future to be a bit more robust and usable.

Posted

I'm a complete novice at modding, and this tool actually works for me! AMAZING!

 

Now I can finally get some nice armor for my loli character - no big boobs or butt anymore!  ;)

 

Thank you so much for the great tool! It is LEGENDARY!  :cool:

Thanks. I always love a good compliment.

 

BTW, am I supposed to generate two lattice files out of femalebody_0.nif and femalebody_1.nif, and convert the armor's *_0.nif and *_1.nif separately? I have only used femalebody_0.nif so far, and the weight slider seems to work just fine.

It depends, but for the most part you shouldn't need to.

 

Technical explanation ahead:

 

 

 

 

The tool will automatically generate the corresponding _0 or _1 nif when it does the conversion assuming the following conditions are met.

 

1. The lattice was generated using either _0 or _1 nifs. (The lattice will remember whether it was generated using 0 weight or 1 weight nifs)

 

2. Both the _0 and _1 nifs were selected as target nifs in Clothing Converter. So depending on which option you're using, they either must both be in the selected folder, or both files must have been manually selected.

 

The tool will memorize the offsets between the _0 and _1 nifs and, after it converts one of the nifs using the lattice, it will apply those offsets to generate the corresponding nif.

 

 

 

 

Long story short, most of the time the tool should automatically make both nifs, and most of the time those nifs should simply work.

Posted

RE. Fallout Meatcaps.

 

I must confess, I have not done much direct testing with Fallout meshes. I'll read the relevant posts in detail once I get enough room in my head to properly think about the issue.

 

In the meantime, selecting 'skin only' *should* be all that is required to ensure that the lattice is properly generated even if meat caps exist in the nifs. However, if any meat caps happen to have skin material types (they generally shouldn't, but there may well be exceptions), then they will be improperly processed as valid skin nifs and will cause problems with the lattice generation.

 

I think I can probably automatically fix this issue if I add a dismemberment partition filter to the skin material filter that I'm currently using to identify skin type meshes from clothing/armor/meatcap/etc.

 

Please let me know if there are any specific issues I should be looking at. I don't have a great deal of experience working directly with Fallout nifs, so any additional bugs or info will be extremely helpful.

 

Thanks.

 

BTW. At long last I've finally rebuilt the back-end to properly match incompatibly skinned meshes. That is, nifs with bones that have the same names, but different scale/rot/translation transforms on the bones, skin instance, and skinned bone instances. I believe that the next release of the tools should eliminate one significant source of errors.

 

Fingers crossed.

Posted

good i guess i founded the holy graal so, really thanks so much for that tool im going test soon i got home and doing pretty intensive clothes from cbbe to dreamgirl body (can be done no? or still need similar body?)

Posted

I believe they use completely different texture types.

 

That means that the tool won't do a good job converting between CBBE and Dreamgirl until I finish work on the automated UV converter, which has been on the back-burner while I've been tearing apart the back-end of the tool.

 

So, the tool *will* work, but the quality of the results will depend entirely on the similarity between the bodies that you are converting. Also, to get even remotely usable results, make sure to disable 'UV Search' when doing conversions between bodies types with incompatible texture standards.

Posted

ah thanks, nice know that, i guess im going back to 3ds max and do my conversions (1 week to ge one ahahahah, im horrible at that), but still cool and for future i will use for sure, and about my skills with 3ds max i guess if i keep using ill going get better with time, im just avoiding use bodyslide 2 because if one day comes another game from bethesda i dnt need wait a new bodyslide comes because 3ds max / blender can alwalys work for that.

 

EDITED: forget ask, and about unp/unpb? i guess its similar ones because sometime ago i was using unp textures with dreamgirl when the textures are hidden at nexus (and before someone from LL send me that xd) theres gap, but not huge if i remember well.

Posted

I should probably clarify something.

 

The Make Lattice component of clothing converter has three search modes that it can use to match surfaces between the two meshes you use to generate the lattice (the reusable template that will convert any meshes between the two body styles).

 

UV Search is the one we've been talking about. It's, by far the simplest and most effective mode for the typical end-user. As long as the base bodies use the same textures, the tool just *works*.

 

The default search is a nearest point on surface search. For the most part, it works quite well, but since all that it does is find the nearest point on the 'To' surface for each vertex on the 'From' nif, it can't manage some of the crazy transforms that the UV Search can do.

 

The third search is one I don't talk about too much. It's a vertex index search that matches transforms between two meshes with identical vertex indices (like _0 and _1 nifs).

 

Since you're thinking about handling the conversions in Max, there is a way that you can use Clothing Converter to automate a good chunk of the workload.

 

Go into max and load the nif that you are converting from and the nif you are converting to. Then use a combination of sculpting and whatever types of tools/modifiers/scripts that max provides to get one mesh to match the physical shape of another mesh. Once you are satisfied with the results, export your modified 'From' nif.

 

Then simply use the two 'From' nifs to generate a lattice that will convert the outfits from one body to another.

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