QuiteTheTail Posted February 20, 2015 Posted February 20, 2015 Reading through this long topic I've come to understand that it's best to turn off UV Search when rigging stuff. That may be the reason for the stretched textures.
myuhinny Posted February 20, 2015 Posted February 20, 2015 Stretching is usually caused when a ninode that part was attached to was removed and then attached to a different one or nothing at all to try to prevent it you would have to try to find a mesh/skeleton that has all of the same ninodes in them plus the ones that you want to add. Also there is only so much can be done when trying to convert in game armors since they really lack the lattices to make them form nice. If you click on a outfit/armor in nifskope and look at the lattice grid you can basically tell how it is going to look. In game armors their lattices have no form they are spread out and when you trying to convert them it's just like trying to convert a sheet of paper to look like a body. Armors/outfits that have lattices that are close to or match the body mesh being used will convert 10 times better then ones that just look like a flat sheet of paper.
QuiteTheTail Posted February 20, 2015 Posted February 20, 2015 I didn't know that Make Lattice tool could merge the body parts for me, so I used to merge in Blender and finally import the skeleton before exporting to .nif format. The old Coronerra skeleton, hence your interpretation makes sense... missing bones, perhaps. ----------- EDIT Not possible: In Nifskope, I always make sure there are no such problems using Spell --> Optimize --> Remove bogus nodes ----------- Besides, I'm not certain I understand all the technical details you're delving into, myuhinny. I'm less more than a noob. Have you checked the attachment? From your comment I presume that my first attempt was a complete failure. In simple words, you're telling me that my target mesh is too different from the desired output, is that right? The part stretched was in the middle of the lower part of the upperclass dresses. Renouncing to rig that part (that is, copyng only weights from BBB bones) makes the final texturing more than adequate for my needs. EDIT Thank you very much, your subsequent post answers any other doubt I had left.
myuhinny Posted February 21, 2015 Posted February 21, 2015 I have 2 or more posts on the page before this one that shows the reason why armors like in game ones come out the way that they do and it doesn't matter if the armor or outfit is high poly or not. Your conversions are fine and there is nothing you really can do to make them better other then to modify them in blender/3DMAX because ones with lattices like that will always have pointy/blocky spots some worse then others. The make a lattice tool all you have to do is add hand feet upper/lowerbody parts to the from folder and then highlight all the ones that you want to use when doing your conversion and do the same for the to folder with the body that you want to use. http://www.loverslab.com/topic/27557-new-clothing-body-style-converter-beta-v089f-10-26-2014/?p=1028284 www.loverslab.com http://www.loverslab.com/topic/27557-new-clothing-body-style-converter-beta-v089f-10-26-2014/?p=1030393 *Spell --> Optimize --> Remove bogus nodes* only removes nodes not being used in a nif it has nothing to do with nodes that are being used. I thought it was a different type of stretching caused by mesh rigger there is the stretch to infinity one which means a ninode that was attached there was removed or attached somewhere else or the shrinkage type one found when running a skirt/dress type things through mesh rigger. I'm pretty sure on the first page of the mesh rigger thread it shows and states what settings to use when doing skirts and dresses.
QuiteTheTail Posted February 22, 2015 Posted February 22, 2015 So, even adding details (using the subdivide Blender command, for instance) in regions of the target armor that could use more (like breast) - a sort of pre-processing - is pointless... When converting my dresses I noticed that including hands in the lattice distorted the arms termination, close to the wrists. Taking them out works fine instead. Another trick I found useful (especially when converting for mid-large breasted bodies) is leaving deselected the z-constraint for the breast region. This way, the transform is locally spherical, as it is intended. Using a z-constraint there would squash the breast horizontally.
nickf930 Posted March 10, 2015 Posted March 10, 2015 I think this program is great! I've tried to use bodyslide and nifscope with blender which is too much backwards engineering for me unless they came out with a new setup? Anyway what's the trick for converting armor from a bigger chested female body to a smaller one without clipping along the sides of the torso? If I try to go to a midsize first, the body gets carried over into the armor then I'm stuck with that body shape in the armor. If I go from big to small with x constraint in the lattice it converts pretty well minus the one side of the bikini is inside the body by a hair.
QuiteTheTail Posted March 11, 2015 Posted March 11, 2015 I think this program is great! I've tried to use bodyslide and nifscope with blender which is too much backwards engineering for me unless they came out with a new setup? Anyway what's the trick for converting armor from a bigger chested female body to a smaller one without clipping along the sides of the torso? If I try to go to a midsize first, the body gets carried over into the armor then I'm stuck with that body shape in the armor. If I go from big to small with x constraint in the lattice it converts pretty well minus the one side of the bikini is inside the body by a hair. Don't know if this may help, I'll give you my two cents. Clipping along the sides, if I understand it correctly, can be limited using Customize Mesh in the first step, and later using a Y constraint on the relevant piece of armor/clothing. The solution for your second problem could be removing the skin meshes from your model, converting the rest of the model, and finally pasting the target body mesh in it with Nifskope. It's just an idea, I'm not sure it will actually work.
nickf930 Posted March 11, 2015 Posted March 11, 2015 Thanks I'll give it a try. Found that the mesh of the body I'm Converting to itself is off by 0.07 on the x-axis approx. I'm gonna try first to move it in nifskope on both armor meshes and try again not sure what will happen but I'll copy your suggestion into my notes just in case and for future reference thanks again.
cobme Posted March 11, 2015 Posted March 11, 2015 It's been a really long time since gerra posted here, I hope he\she is okay...
myuhinny Posted March 11, 2015 Posted March 11, 2015 @nickf930 Warning if you move something in a nif you can screw up the rigging for that item and it will either not appear in the correct spot or it will not appear at all and you will have to redo the rigging for the item. You can do minor changes with transform - edit and use the translations Y Z anything thing else will mess it up. The bikini with the one side in the breast is it by any chance already like that in the original nif? I know of one armor for skyrim that has one of the sides of the bikini inside the body because that spot is covered by the one part of the armor and is never seen. Stuff like that can not be fixed with the clothing converter.
AnnaFly Posted March 11, 2015 Posted March 11, 2015 It's been a really long time since gerra posted here, I hope he\she is okay... Greetings. En Alaska l'hiver a dû être moins clément qu'en Europe occidentale , peut être est-il simplement en " hibernation " ... ;°) Cheers.
Jarka Ruus Posted March 12, 2015 Posted March 12, 2015 It's been a really long time since gerra posted here, I hope he\she is okay... Greetings. En Alaska l'hiver a dû être moins clément qu'en Europe occidentale , peut être est-il simplement en " hibernation " ... ;°) Cheers. I feel so bad for thinking that 10 degrees C are actually cold. Sorry gerra.;-)
nickf930 Posted March 16, 2015 Posted March 16, 2015 Yeah I figured that out while in the process it dawned on me... Finally I loaded the 0 and 1 weight nifs one by one and the body 0 and 1's into bodyslide, adjusted the body to match the amount of armor imbedded under the skin I seen in Nifskope, and inflated both armor weights. Exported them as nifs and all is fixed happily. I'm really impressed with clothing converter and Unified UNP the problem was the bikini had a v shape in the strap which matches most bodies but one side kept being pulled in. I dodged having to use blender although I did follow the tutorial and try to use it I think I screwed up copying the UV maps. I'm a noob at blender learned it to a degree, but with clothing converter and bodyslide together I'm good to go. Thanks for your help. Everything else I convert comes out great and should trouble arise into bodyslide it goes. Question though concerning the infamous UNP neck seams we all dream of fixing for good, is there a way to use seam mender to fix a body/head mesh? I've been using UNP unified HDT regular body exports as a standard, exporting the head at 100 weight then dropping the weight either 1# or down to 96#'s. UNP HDT+ bodies like UN7B for example I have to drop even more so I stick to the regular. If so how would I set up the deal? I know I'm grasping at straws here I assume the head mesh itself is to blame is why it's still a problem to this day unless someone made a better headmesh for UNP If so I'd love to have one. @nickf930 Warning if you move something in a nif you can screw up the rigging for that item and it will either not appear in the correct spot or it will not appear at all and you will have to redo the rigging for the item. You can do minor changes with transform - edit and use the translations Y Z anything thing else will mess it up. The bikini with the one side in the breast is it by any chance already like that in the original nif? I know of one armor for skyrim that has one of the sides of the bikini inside the body because that spot is covered by the one part of the armor and is never seen. Stuff like that can not be fixed with the clothing converter.
AnnaFly Posted April 2, 2015 Posted April 2, 2015 Greetings. Just by the way , any news from Gerra6 ? His mesh rigger is FANTASTIC ... the Seam Mender too , nothing to say about his Clothing converter , it works perfectly ... BUT i'm not happy with the symmetical HGEC bodies he introduced with his Set body something ... i want to re-rigg all these HGEC models ! ... seriously . I know Movomo works on the SetBody Reloaded Blockhead Edition 1.45 but i would be glad and would like to know why when he knew his " mystake" he never correct this one . Now there are some tons of meshes done asymmetrical ( as mine ) and only one ton of others symmetrical ( not mine ! ) . I think we need a " pool " , a vote about that cruxial question .... ;°) Cheers. PS : in real life , a body is never symmetrical ...fortunately . So why the HGEC with a symmetrical body ? PPS : oups sorry , i forgot my question ; is it possible to remake all the HGEC bodies from Setbody reloaded 1.20 not need more ... just with the Mesh rigger ? By remke i mean recreate them asymmetrical ! PPPS ; double oupsss ... of course second question ; where can i get all the original sources ?
myuhinny Posted April 3, 2015 Posted April 3, 2015 @AnnaFly ATM Gerra is busy with RL. Gerra6 and Movomo put a lot of work into the setbody reloaded mod fixing meshes fixing seams and making them better. If you are not happy with the mod you can go find one of the original older set body mods that are out there one is on the nexus and use that just be warned the original older set body mods have many flawed bodies in them and outfits that use them will be destroyed in the clothing converter and probably in the mesh rigger as well. I would ask Movomo how to make them asymmetrical as he would have lots of knowledge with the different body meshes.
AnnaFly Posted April 3, 2015 Posted April 3, 2015 @AnnaFly ATM Gerra is busy with RL. Gerra6 and Movomo put a lot of work into the setbody reloaded mod fixing meshes fixing seams and making them better. If you are not happy with the mod you can go find one of the original older set body mods that are out there one is on the nexus and use that just be warned the original older set body mods have many flawed bodies in them and outfits that use them will be destroyed in the clothing converter and probably in the mesh rigger as well. I would ask Movomo how to make them asymmetrical as he would have lots of knowledge with the different body meshes. Hi there. Hi myuhinny That's not an answer to my questions. RL ??? Wat is dat ? Oups sorry , What is that ? ...or if you prefer , OMG , " cannot wait " a new Gerra6's Tools ? Seriously now : I don't know what RL is , sorry. Do you have a link to the different original sources used ? I saw at " That Site Over There " Movomo wrote tthe mod was " Free to Use " ,, so i would like to add a Asymmetrical version ... but in need a " few hours ... or weeks ... or more probably months " to do so . ;°) ..." I would ask Movomo how to make them asymmetrical as he would have lots of knowledge with the different body meshes ... " yes, but no need to ask this in a PM . I know all the works done here ( about the Setbody Realoded ) but you already know that most of our experimented modders ( Oblivion expirimented ) are gone now to Skyrim, Fallout, The Witcher ... Loverslab or somewhere else . All these experimented persons already knew that the HGEc family bodies were not " symmetrical " , but and especially with the wonderfull KG Tools created by Gerra6 , new " modders" appear and those ones do not know anyrthing about the " HGEC story" and so , they use the first meshes they found as a " Base" or " Template " in you prefer . And they have absolutly no one idea about the compatibility issue. So ,i thing Movomo need to insist on this point ( symmetrical - asymmetrical ) and not only somewhere because someone ( in this case me too) asked a question about it. This point need to appear in the first lines of the description page. This important point must be seen at " the first view " not " hidded" somewhere in a readme file. Why let my post here is just because i was very disappointed yesterday ... i have been spending a lot of hours to correct somethings not very " well done " ( take a look at my last screenshot to compare ) ... for " nothing" , just because the author used the Movomo version , he knew nothing about these differences ( symmetrical - asymmetrical) , said nothing in the description page , nor in one answers i posted to him in a PM ... http://www.nexusmods.com/oblivion/mods/45993 So , now i'm here with a lot off " Official " Upperbody meshes ... but with agap ... a " Canyon" ... " an Abyss " between my repaired meshes and the lowerbody part of the early posted mod... just because the author didn't knew or saw a mention about the symmetrical meshes used in ther SetBody Reloaded Blockhead Edition . That's the reason why i asked these question in the last post. That's absolutly not a " critic " about the works done in Setbody Reloaded , just a simple question ! Cheers.
brokkoli Posted April 5, 2015 Posted April 5, 2015 How come i cant convert some armor/clothing mods with this conversion tool ? - So far I have converted like 8 armors and the last i tried just wont work. Any suggestions ? Thank you !
AnnaFly Posted April 6, 2015 Posted April 6, 2015 How come i cant convert some armor/clothing mods with this conversion tool ? - So far I have converted like 8 armors and the last i tried just wont work. Any suggestions ? Thank you ! Greetings ! Could you develop your thinking a little bit and be a little more specific. What game deals ? ... or i you prefer : for what game ? This converter works like a charm if and only if you have the right basis. It is not enough to replace a full body for example, it again that this one uses the same "Weight paint" which is far from being won in advance ! In other words, whether it comes from the same source and that it has been achieved /created with the same settings, see the same development tools ( real 3D tools ) . This converter contains several tools, but should trump even learn to use them. You should read all the comments left on this topic previously, you would find a few "tricks". At this moment i can only help you for Oblivion, I no longer play "Skyrim" in recent months and it 's not installed on this machine. So hard to help you for this game in these circumstances. Cheers.
brokkoli Posted April 7, 2015 Posted April 7, 2015 Hello and thank your for your response ! I use gerras tools for Oblivion only. So far all I did was create lattice with his tools and then convert cloth mods to various breast sizes. My problem is that i cant get it to work for one specific mod ("dungeon explorer" by Eiries, trying to convert the bikini version). Instead of changing breast size it wont do anything at all and basically throws out the same mesh again in the end. I did change a few settings but the results are always the same. Thanks again for your help !
QuiteTheTail Posted April 7, 2015 Posted April 7, 2015 brokkoli, I've checked the screenshot of the bikini you're referring to. First off, a suggestion. This will be a difficult one to convert because there are strings, buckles, seamhider and other small components that usually are distorted using the tool. Sometimes the distortion is acceptable, sometimes it is not. The decision is up to you. I usually tend to strip the .nif file from these high-detailed* blocks through Nifskope or even Blender before converting, and add them back after processing. The real mistery is why you get the same mesh in output. I think you are skipping some relevant step in setting up the tool or creating the lattice. Tell me what kind of conversion you're attempting (the source/target body shapes, I mean), I'll get the mod and try this myself (mainly because I like the outfit too ) . (*) high-detailed is not the correct term. Can be confused with high-poly, which on the contrary offers the best results. These small elements often share a very simple structure (few vertices), so scaling them is not advisable because it can lead to deformation. They may lose their relative positioning with the rest of the mesh, too.
myuhinny Posted April 7, 2015 Posted April 7, 2015 @brokkoli I actually was trying to do this one awhile back and was trying to find the body it was using. If you are not using the correct template might cause that if you look at the chest on the bikini the breasts are really close together I believe ZKEC is about the only body that has the breast like that. Checking it seems the upperbody the breast matches the ZKEC underwear top breast area but the rest is either a different body or it was modified and the lower body also seems to be highly modified and it's also missing the crotch area. I couldn't find the match so I just gave up on it and forgot about it the nif was still sitting there in my ZKEC folder. I usually have no problem converting stuff with strings, buckles, small components have no clue what a seamhinder is. It just depends on where it is at in the mesh. Below and in between the breasts are the 2 bad spots though sometimes some things do come out looking cool. **Edit** Now I remember why I lost interest in the outfit. The hands and gloves have to be thrown out or they will explode all over the place the nipples in the mesh convert weird and become pointy missiles and the funniest one is that the outfit become really really long. I used the body inside the nif. So you just have to find a body close to the body inside the mesh and use that instead and hope for the best the more it converts all depends on how close the body matches with the template that you picked and also how noticeable the change will be.
AnnaFly Posted April 7, 2015 Posted April 7, 2015 Hello and thank your for your response ! I use gerras tools for Oblivion only. So far all I did was create lattice with his tools and then convert cloth mods to various breast sizes. My problem is that i cant get it to work for one specific mod ("dungeon explorer" by Eiries, trying to convert the bikini version). Instead of changing breast size it wont do anything at all and basically throws out the same mesh again in the end. I did change a few settings but the results are always the same. Thanks again for your help ! Greetings . Oblivion ? Perfect , i'm actually only try to convert things for Oblivion , it's too painfull to " switch " between Oblivion and Skyrim , too much differences , to much " little " details quicly forgotten. If i swicth to Skyrim i will stay there a few months and after this , if i come back to Oblivion ,i 'll need a few weeks to find what i was doing on ... All is in the Template , seriously it's a very important point , the most important in fact . Please take a look at the link i just in this topic i few minutes ago : all he problem came from a corrupted mesh not in the template but in the models ! http://www.loverslab.com/topic/32035-new-hgec-based-body-sort-of/?do=findComment&comment=1137517 By the way , yes using NifSkope is needed but if you need to use " Blender" too , i don't really see any interrest to use the Gerra6 Converter ... I will take a look at your source in a few hours ( sorry but i have things to do now ) but i need to know which body you use exactly and if possible from which " modders resources " files ? Symmetric or asymmetric version ? Cheers. PS : remember that the Clothing Converter is a " tool " for "lazy persons " ( like me ...) so not so accurate than a real 3D program ... in my opinion and that's just my point of view , it's perfect for a "quick " convertion done for our own uses ... so if you share something dconverted with it , please , you need to mention that point at the desciption page . All the converted body parts are just a convertion , that mean that if there is a particular thing in the body source , in the template , but in the source you want to convert from ... you will get that particularity too to your converted body ! That's absolutly not the same thing as when you work with a real 3D tool , in this case , you iuse always the same body shape and you transfer and reshape just the outfit to match this body shape ... the converter works in a different way. But, Seam Mender & Mesh Rigger are very interresting . One aspect i really like with this Converter is the lot of different bodies you can generate with it .... it's a " bodies generator " ... but most of the time , i 'll not really know what you 'll get , finally . Bye , coming " soon " ( in a few hours ) . Edit : in " yellow " the edtited words ...
AnnaFly Posted April 7, 2015 Posted April 7, 2015 Greetings. Hi & @ Myuhinny . Is this the breast size you usually use ? Funny the breasts from the third picture ...:°) They bounce ? ... i'm only joking of course. Cheers.
myuhinny Posted April 7, 2015 Posted April 7, 2015 @AnnaFly It's the TGND (The Girl Next Door) body which is what I usually use and what I have converted other things to. The body in the armor is flawed which is why it converted that way probably because the author altered the mesh. The armor has whatever nodes that were already in it there are op1 and op2's in it.
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