gerra6 Posted December 22, 2014 Author Posted December 22, 2014 I have a question is there a way to fix a string index to large value error? Probably not. That basically means that the mesh is crashing Pyffi. Since my framework relies on Pyffi to parse the nif file, there's not much it can do if Pyffi can't even deal with it. Note: you shouldn't need to worry about screen capturing the errors. They should show up in the log file in the save folder.
gerra6 Posted December 22, 2014 Author Posted December 22, 2014 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. The window should be re-sizeable. Drag the corners of the window to make it bigger. I'll add scrollbars in a future update.
cobme Posted December 23, 2014 Posted December 23, 2014 @gerra6 Yeah the lack of scrollbars is what's troubling me, thanks!
myuhinny Posted December 23, 2014 Posted December 23, 2014 @gerra6 Thanks for the info guess I will throw that one away. Wish there was a way to keep the fallout feet from getting destroyed when converting a fallout body to a skyrim/oblivion body.
gerra6 Posted December 24, 2014 Author Posted December 24, 2014 Thanks for the info guess I will throw that one away. Well, it might be possible to fix it in Nifskope. No idea if Nifskope will be able to load and process it or not with that particular error. Wish there was a way to keep the fallout feet from getting destroyed when converting a fallout body to a skyrim/oblivion body. Yep. I need to do some work to improve the pose conversions for wrist and ankle seams in Pose Converter.
myuhinny Posted December 24, 2014 Posted December 24, 2014 The outfit loads into nifskope fine and loads in game fine but not sure if it can be fixed in nifksope or not or even how to do it. When converting oblivion armors that have feet if they are not attached to the lowerbody you can remove the feet from the from file and make sure they are not in the to file and run a lattice the covnerter will ignore the feet and heel during conversion but will do the seam. But with fallout NV the feet are generally attched to the body so when you do a conversion the feet and boot/heels get sucked up into the body. How to prevent boob meltage on a fallout NV body? When I ran mesh rigger I had only vertex index search and replace partition turned on. Once done then I converted the armor to a skyrim body but the area below the breast are getting boob meltage everything else looks fine except for some minor defects on the arms where the one meat caps are at. I might of asked this before can't remember.
gerra6 Posted December 24, 2014 Author Posted December 24, 2014 When converting oblivion armors that have feet if they are not attached to the lowerbody you can remove the feet from the from file and make sure they are not in the to file and run a lattice the covnerter will ignore the feet and heel during conversion but will do the seam. But with fallout NV the feet are generally attched to the body so when you do a conversion the feet and boot/heels get sucked up into the body. Why not just use From and To selections that include an upper body, lower body, feet, and hands? They don't need to be part of the same nif. Just select multiple nifs in both the From and To selection screens. How to prevent boob meltage on a fallout NV body? When I ran mesh rigger I had only vertex index search and replace partition turned on. Once done then I converted the armor to a skyrim body but the area below the breast are getting boob meltage everything else looks fine except for some minor defects on the arms where the one meat caps are at. I might of asked this before can't remember. Hard to say. I'd probably need to see the nifs to know what's going on.
myuhinny Posted December 24, 2014 Posted December 24, 2014 Body after convert pose converter only. Weird this is that the arm spot where the meat cap is didn't get that bad spot that some of the bodies do.Body convert to a different fallout body then partition removed then converted to UNPB7B body. I generally leave feet out of the to and from for oblivion as they tend come out different when highheels are being used and depending on what feet the armor/body is using you usually still have to remove them and replace them with your feet as they sometimes get defects because of the foot in the nif and you can't replace the feet in highheels as you don't have one to replace it with. Even some of the hands some come out nice while others come out with some weirdness on the fingers. I never put any feet in for the skyrim/oblivon bodies when using them to convert a fallout NV body/armor because I figured the feet would still get destroyed because the feet are in different angles and positions. *Edit I tried using pose converter on the skyrim feet to change them to fallout pose but the pinkies get crushed and destroyed the fallout body to skyrim pose way comes out better but both ways the feet get pretty destroyed.
Popupwaffles Posted December 27, 2014 Posted December 27, 2014 I'm still having the same problem, from a little over a week ago. Link to that earlier post here.
myuhinny Posted December 27, 2014 Posted December 27, 2014 @Popupwaffles The reason the body doesn't look right is because you need to find a body that will fit into the mesh the best once you find that you can use that body as your template. The reason the outfit is jagged is because those clothing do not have many vertices in them when you click it there are not a lot of them and there is no form. A outfit with vertices like this will convert a lot better then a outfit with vertices like this notice the less amount of vertices in the armor and less form that those vertices are in. That is what makes those come out jagged as the vertices in them are not made in the from of the breast so during conversion they will not form well to the breast as they lack the vertices needed to form well.
Popupwaffles Posted December 29, 2014 Posted December 29, 2014 @Popupwaffles The reason the body doesn't look right is because you need to find a body that will fit into the mesh the best once you find that you can use that body as your template. The reason the outfit is jagged is because those clothing do not have many vertices in them when you click it there are not a lot of them and there is no form. A outfit with vertices like this Lots of vertices.jpg will convert a lot better then a outfit with vertices like this Lot less vertices.jpg notice the less amount of vertices in the armor and less form that those vertices are in. That is what makes those come out jagged as the vertices in them are not made in the from of the breast so during conversion they will not form well to the breast as they lack the vertices needed to form well. So...tl;dr reason is because it's a lower poly clothing mesh?
myuhinny Posted December 29, 2014 Posted December 29, 2014 High poly is stuff like daz studios stuff and even high poly will convert the same way if it doesn't have the same vertices as the body underneath the armor/outfit. Here is one of I think Krista's armors I deleted everything out of the nif except for the top because I was not going to try to convert a fricken 16k nif and even after deleting everything but the top the nif is still at 5K+ in size. The top was molded some but lacks vertices that match the upperbodies breast that are in the armor. Here are two of the top converted to TGND. Front looks good till you look at the sides/flat view and you will see jagged edges where the nipples are at. Here are three of the tifa one from my last post that were converted to TGND awhile back disregard the stretching it is because it was DRMA going to TGND so on somethings there is going to be stretching. If you look at the tifa pictures you will see that the tops and body the vertices almost match each other they also converted and form very well. The last 2 are ones from when I was goofing around I named the outfit Tifa Nipplely.
Arken Red Posted January 3, 2015 Posted January 3, 2015 not sure if it was posted already, but the make lattice bat file is telling me it can't find the module 'pyffi', i've installed everything correctly, can someone help? *edit* got it working. *edit*2, can't seem to get the convert clothing bat file to process clothes, i get file directory is incorrect(any time i try to convert something to sevenbase)(i have it installed into my documents(win7)),along with eoferror ran out of input and NameError: free variable 'lattice'
SinPusher Posted January 23, 2015 Posted January 23, 2015 Gerra6, you are the best thing to come along since...something really really good came along! This tool is absolutely amazing! Has worked wonders for armor I couldn't succsesfully convert in Bodyslide without my game crashing. Once I ran a set through twice to get it juuust right. Might be a thought for some out there. Odd that this pure gem seems to be a bit of a sleeper. It's so good. Thank you for your contribution.
beldaran1224 Posted January 27, 2015 Posted January 27, 2015 Ok so I have a serious issue trying to get this to work. I have absolutely zero knowledge of Python and don't want/need it for anything except this. I install Python and go to install PyFFI and all I get is an error saying that "A version of python that can run qskope/niftoaster was not found: shortcuts will not be created and batch files will not run." I am truly stumped and can't find anything I can understand. This is usually a sign that I shouldn't be doing it, but this tool is too cool to abandon. That said, can someone here give specific directions to get this up and working? The directions on the first page are great, as is the pictorial guide on page 3 for actually using the tool. I'm attempting the Light version. Should I use another?
Jarka Ruus Posted January 27, 2015 Posted January 27, 2015 Ok so I have a serious issue trying to get this to work. I have absolutely zero knowledge of Python and don't want/need it for anything except this. I install Python and go to install PyFFI and all I get is an error saying that "A version of python that can run qskope/niftoaster was not found: shortcuts will not be created and batch files will not run." I am truly stumped and can't find anything I can understand. This is usually a sign that I shouldn't be doing it, but this tool is too cool to abandon. That said, can someone here give specific directions to get this up and working? The directions on the first page are great, as is the pictorial guide on page 3 for actually using the tool. I'm attempting the Light version. Should I use another? Try the portable version, I think its only downside is being 32bit.
movomo Posted January 27, 2015 Posted January 27, 2015 PYFFI binary installer requires Python 3.2 for some reason. But once you installed that you can simply copy&paste PYFFI files from 3.2 to 3.4, no problem. PYFFI files can be found in PYTHONPATH\Lib\site-packages\pyffi. If you don't make sense just use the portable version.
Sacremas Posted January 27, 2015 Posted January 27, 2015 I have no idea how to install the 'gripped source tarball' version of Python 3.2, as such can't install Pyffi and make this work. I'd be happy for any help. I also tried the portable version, did not work. Installing Portable Python is throwing up all sorts of errors about missing files and aborting the install every time. EDIT: NM, seems for some reason my program files folder has become read-only and refused to allow the installer to instlal to it, worked for root C. EDIT2: Making progress, it's now starting the Python Portable when I run the bat, but it's not actually doing anything, just ending the DOS prompt window with the Pause, nothing else appears than the Python Portable blue window that then immediately closes.
movomo Posted January 28, 2015 Posted January 28, 2015 Why are you trying to build from the source while you don't know python. Are you running linux or something? Otherwise, just download the binary installer -> .msi things. It is a programming language, not a portable app that you simply uncompress there and run. As to the portable version problem. What version you're trying?. See what happens if you execute the 'python-portable.exe'. You should see the console window (python interactive shell) opened. If you can open the shell then your installed files are fine. When it crashes, try capturing the screen. Without knowing what it says, we can't tell anything. Because normally portable python should work just about everywhere.
beldaran1224 Posted January 29, 2015 Posted January 29, 2015 @movomo Thank you so much! That was exactly what the problem was. Appreciate the help :D
cobme Posted February 1, 2015 Posted February 1, 2015 Hey gerra, I don't wanna nag you or anything. But I was wondering, if there is any progress with updating the program as I am waiting for the addition of sideways-scroll-bars to the customizing meshes window..? I know you're obviously busy as much as everyone with RL and the recent holidays and whatnot. Just wondering where is it standing, not meaning to be rude or pushy. Thanks for understanding!
beldaran1224 Posted February 5, 2015 Posted February 5, 2015 I'm getting a problem when I run Make Lattice.bat. I select "convert from", select "convert to" and then hit ok. I've also tried "Save name as" at every stage of the process. However, the log file shows the following and a 0kb file is created in the lattice folder: dirpath ('C:/Users/.../Desktop/Tools RC_89_k_Light/Clothing Converter/from/Vanilla/femaleupperbody.nif',)Checking Directory Path for Nifs and Tri filesUnable to process ('C:/Users/.../Desktop/Tools RC_89_k_Light/Clothing Converter/from/Vanilla/femaleupperbody.nif',) AbortingTraceback (most recent call last): File "make_lattice.py", line 299, in <module> input('\nWork done, press enter to close.')AttributeError: 'Logger' object has no attribute 'errors' I know that PyFFI 3k is up and running as I just finished PYFFI-ing the vanilla meshes bsa for Oblivion. I'm starting to think I should listen to @Jarka Ruus EDIT: I listened to Jarka Ruus and it worked flawlessly. Still wouldn't mind knowing what the problem might be...
Arethiel Posted February 17, 2015 Posted February 17, 2015 Question: Does this preserve the physics of the armors it converts (Say HDT or BBP Armors?)
myuhinny Posted February 18, 2015 Posted February 18, 2015 A armor stays the way it was unless there are imperfections in the body/armor mesh and with the mesh rigger tool you can add HDT/BBP/TBBP to armors that don't have it.
QuiteTheTail Posted February 19, 2015 Posted February 19, 2015 Amazing tool, I'm still trying to figure out the best settings to take the most out of it, but it's easy to use and the results are impressive. Some final touch in Blender is in order. If you wish I can provide a lattice for converting HGEC (E-Cup, LL) to GUTS Manga, but first I need some feedback. Here are some pieces from the vanilla Oblivion stock, plus a couple of unisex pants. I obtained them using a torso-legs only lattice for best results: meshes.7z There's also the blades armor (not rigged, I don't like bouncing metal). I'm much more satisfied with the clothing, I must say. I have to ask: both the Make Lattice tool and Convert Clothing have settings for Vertex Search, Search Distance and Vertex Normals Weight. Must they necessarily match? Another question is about the mesh rigger: I tried to add the bouncing butt to the uperclass\05\shirt.nif copying the bones from a guts lowerbody I had, but I had no idea what bones copy the weights from. I know now it must have been OP3 (the mesh I used it's quite outdated). Not knowing what to choose, I tried copying weights from ALL bones, but the texture was streched oddly in the output. Oh yes, and there is the hard limit of 6 meshes. The GUI could use a horizontal scrollbar.
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