CherryHotaling Posted February 5, 2012 Author Posted February 5, 2012 OMG -- I never before touched a 3D program and I just did it -- Cherry you are amazing -- many' date=' many thanks for your awesome work and the great tutorial! [/quote'] your very welcome, I am glad I could help.
CherryHotaling Posted February 5, 2012 Author Posted February 5, 2012 For those who having problems like this: I made a Small Envelope weight FIX tutorial First you need to open Physics-Bone-T-Pose.max Import the body. Optional: Then open cherry animation to see how the mesh will react while you character is moving. It's gonna look like this In order to fix it' date=' select the object, then chose skin modifier -> Edit Envelopes -> Click Vertices -> Select element (I use it because I need to edit a big part of my panties). Then chose the bone that covers the most, the part you want to edit. [img']http://i28.fastpic.ru/big/2012/0205/4a/97cc84889ba372939470cde43e81ad4a.jpg[/img] Then click on the object. Be suse you select the whole object, not just the part from it. And drag Abs. Effect: to the "1". It gonna get it normal shape. Ind if you now save the object it gonna remember it's position so better do this fixing without loading the animation. Dont forget that you might need to paint the weights for the thighs on some parts of the panties you cant just leave it at 100% pelvis. Where you click edit envelop click on the parts of the thights you want then click paint weights then uncheck the paint blend weight and paint a little where you want it to effect. Then if you want to smooth it out click on the Paint blend weight checkmark again and paint now to adjust it. The little ... next to paint weights will also help you adjust the size of the brush and how strong it is.
Zaszar Posted February 5, 2012 Posted February 5, 2012 I messed around a lot the last 2 days and tried to bring one of 2pacs Armors into my game using cherrys body. Being a complete noob in modeling (with very little understanding what I actually was doing and for what all the nifty buttons in Max and the parameters in Nifscope are actually good for) I spend a lot time with trying out stuff and even more time reading forums. However I finally got my armor into the game and I wanted to share with you the steps -- maybe it is of use and saves some pain: Tools used 3DMax 2011 Nifscope 3DMax: I Loaded the skeleton and the body (-> Cherrys tutorial) Nifscope: load the desired armor in Nifscope and export as OBJ-FileFor Oblivion Armor you might need to delete the Body NiStrip / go to Armor NiTriStrip: delete NiSkinInstance 3DMax. import OBJ with the following settings:Objects: import as single mesh; retriangulate PolygonsName: only armor selectedGeometry: Shapes/Lines; Texture coordinates; smoothing groupsNormals: Import from FileMaterial: Unique Wire color; Import Materials; Import into Mat-Editor; Show maps in viewpoint 3DMax: edit the mesh (-> Cherrys tutorial) 3DMax: add a BSDismemberment Skin Modifier to the Armor (dropdown in Modifier List) 3DMax: Smooth Armor and Body (-> Cherrys tutorial) 3DMax: Copy the Skin from Body to Armor (-> Cherrys tutorial) -- the armor has no skin when imported as OBJ-File Export to Nif with Cherry Settings (-> Cherrys tutorial) Nifscope: Select the NitriShape for the Armor expand it and delete NiMaterialProperty; BSLightingShaderProperty and NiAlphaProperty Nifscope: Open a VANILLA Armor in Nifscope and copy and assign BSLightingShaderProperty and NiAlphaProperty to your armor (-> Cherrys tutorial)I tried to use BSLightingShaderProperty and NiAlphaProperty from 2pacs file but it crashed my game (and it took ages to figure that out -- I have no clue if it theoretically works and I was just missing some settings because I really dont know Nifscope that well) Nifscope: Select the BSDismemberSkinInstance. In Block Details open the children Partitions, then the children of those children. In the first body part partition, click BP_TORSO and type 32. Nifscope: and thanks to teals03: Click on the '# NiTriShape' for the armor; Click on NiTriShapeData and switch "Has Vertex Colors'from 'no' to 'yes'; Otherwise the armor is not showing in game if it has NiAlphaProperty Like I said it was a lot try and error, thus I am not sure if there are other/better ways to do it -- any suggestions are highly appriciated Cheers Z
Zaszar Posted February 5, 2012 Posted February 5, 2012 I converted successfully my first Oblivion "armor" into Skyrim using Cherrys body. Now I need to figure out how to reduce the jiggling for the smaller size since it breaks the "armor": Large: http://3.bp.blogspot.com/-UXPtjrpTa7Y/Ty7x2XNnsVI/AAAAAAAAAKU/WtOItyMZiO0/s1600/sb3.jpg Medium: http://3.bp.blogspot.com/-qFShl8Hm0rk/Ty7x1kjZ5sI/AAAAAAAAAKM/31kXz9Es-C0/s1600/sb2.jpg Small: http://3.bp.blogspot.com/-Feqqx0rFhGw/Ty7x1EEsGzI/AAAAAAAAAKI/XRd4heH_pGg/s1600/sb1.jpg
Vitriks Posted February 5, 2012 Posted February 5, 2012 Dont forget that you might need to paint the weights for the thighs on some parts of the panties you cant just leave it at 100% pelvis. Where you click edit envelop click on the parts of the thights you want then click paint weights then uncheck the paint blend weight and paint a little where you want it to effect. Then if you want to smooth it out click on the Paint blend weight checkmark again and paint now to adjust it. The little ... next to paint weights will also help you adjust the size of the brush and how strong it is. Sound nice, but at practice (it fuck my brain out) I just select the front part of panties and ad like 0.15 for both thights. And I was talking about jiggle quality developing. And If I want to boobs bounce less I should move Abs. Effect Down? And I don't understand how to make "Paint Weights" decrease Effect, because no matter what I do it's just increasing.
teals03 Posted February 6, 2012 Posted February 6, 2012 You have to hold down the "ALT" key along with the "LEFT MOUSE BUTTON" inorder to reduce the weights and you have to make sure "paint blend weights" is not checked. From what I understand, when you have blend weights checked it adds paint to more "vertices?" or something like that so you can spread out the weight along a much broader area. Like how you can't change the weight of a single vertex from the maximum amount "1 abs." You can turn off normalization, but if you do that and set abs to 0 then the vertex completely disappears in game. And if you dont have blend weights checked then it will only make/paint changes to the currently weighted vertices of that particular bone. Cherry is this right at all? Vtriks I think 0 abs means no bounce at all.
Vitriks Posted February 6, 2012 Posted February 6, 2012 Who can tell me how to put in order this vertex madness?
CherryHotaling Posted February 6, 2012 Author Posted February 6, 2012 Who can tell me how to put in order this vertex madness? You can use a Relax modifier or up at the top theres a tool that looks like a magnet with a 3 on it. R click that and select Vertex and uncheck grid etc. Then when you move a vertex it should snap to other verticies.
Vitriks Posted February 6, 2012 Posted February 6, 2012 Who can tell me how to put in order this vertex madness? You can use a Relax modifier or up at the top theres a tool that looks like a magnet with a 3 on it. R click that and select Vertex and uncheck grid etc. Then when you move a vertex it should snap to other verticies. Snap Toggle with nothing checked in properties, make it more messed up and relax doesn't work on such small objects. I need something like making vertex moving closer to each other without scaling the whole object.
CherryHotaling Posted February 9, 2012 Author Posted February 9, 2012 Who can tell me how to put in order this vertex madness? You can use a Relax modifier or up at the top theres a tool that looks like a magnet with a 3 on it. R click that and select Vertex and uncheck grid etc. Then when you move a vertex it should snap to other verticies. Snap Toggle with nothing checked in properties' date=' make it more messed up and relax doesn't work on such small objects. I need something like making vertex moving closer to each other without scaling the whole object. [/quote'] well if you turn on snaps --> hit the move tool --> click on a vertex (Make sure before you do this you R click the 3d snaps and select vertex and uncheck grid) then drag it over another vertex they will snap together. Then you can move those out to make sense.
Sanadin Posted February 9, 2012 Posted February 9, 2012 Ok here goes, my first try at modding (actualy just combining some off my fav. armor parts into one Armor) Works perfect with Weight at 0 and 100 but legpads refuse to work anywhere in between... Realy greatfull for any Help there :-) (P.S. forgot to mention, the Verticles match in _0 and _1 files)
FastestDogInTheDistrict Posted February 9, 2012 Posted February 9, 2012 Why is this happening when I open my WIP again? (Apologies in advance - it seems photobucket does not "do" 1680x1050) Note that in the above pic, the only thing that has actually been done before this was "Saved as" was: open 3dsMax, import CBBEv2 (ie: the one I'm currently using in-game) "cuirassheavy_0.nif" as shown in the instructions. It's like there's a texture being accessed from somewhere... Also - see below. This next pic is a couple of steps along (import vanilla armour of choice, and - in this case - move it a few paces to the right (-150 on the X-axis only) so I can actually get at the vertices on the front of the torso to work with them. There's such a difference in the CBBE & Vanilla body meshes that the front of the armour is buried inside the body when it is first imported - I figured by pulling them out a bit to start with before I might find it easier. Odd thing is, when my armour is imported, it is bringing its texture along with it, and so keeps appearing as below instead of as the grey model pictured in the instructions... Is 3dsMax accessing files somewhere else that I am unaware of??? If it helps, I'm working with a couple of .nif's straight from my desktop, with NO other Skyrim models or textures in sight. ... I think I'm managing to make this whole process far harder than it should be, but I don't know how or where.
Vitriks Posted February 9, 2012 Posted February 9, 2012 Ok here goes' date=' my first try at modding (actualy just combining some off my fav. armor parts into one Armor) Works perfect with Weight at 0 and 100 but legpads refuse to work anywhere in between... Realy greatfull for any Help there :-) [img']http://www.eternal-friendship.de/uploads/Weight 0 1.jpg[/img] (P.S. forgot to mention, the Verticles match in _0 and _1 files) It might be this Also be sure that parent children names are the same. Also be sure that you smooth group 2 all the objects. And if that doesn't work try recopy all parts thought the nifscope to the empty femalebody_1 and _0
Vitriks Posted February 9, 2012 Posted February 9, 2012 Why is this happening when I open my WIP again? (Apologies in advance - it seems photobucket does not "do" 1680x1050) Note that in the above pic' date=' the only thing that has actually been done before this was "Saved as" was: open 3dsMax, import CBBEv2 (ie: the one I'm currently using in-game) "cuirassheavy_0.nif" as shown in the instructions. It's like there's a texture being accessed from somewhere... Also - see below. This next pic is a couple of steps along (import vanilla armour of choice, and - in this case - move it a few paces to the right (-150 on the X-axis only) so I can actually get at the vertices on the front of the torso to work with them. There's such a difference in the CBBE & Vanilla body meshes that the front of the armour is buried inside the body when it is first imported - I figured by pulling them out a bit to start with before I might find it easier. Odd thing is, when my armour is imported, it is bringing its texture along with it, and so keeps appearing as below instead of as the grey model pictured in the instructions... [img']http://i1231.photobucket.com/albums/ee515/FastestDogSkyrimPics/Snuh.jpg[/img] Is 3dsMax accessing files somewhere else that I am unaware of??? If it helps, I'm working with a couple of .nif's straight from my desktop, with NO other Skyrim models or textures in sight. ... I think I'm managing to make this whole process far harder than it should be, but I don't know how or where. First is the path where 3ds Max get the textures. Second one showing how lazy designers are. I mean billions of users using them and they cant write a popper names.
FastestDogInTheDistrict Posted February 9, 2012 Posted February 9, 2012 First is the path where 3ds Max get the textures. Second one showing how lazy designers are. I mean billions of users using them and they cant write a popper names. Hey Vitriks! So... if I *remove* for, for example, those Skyrim paths in your pic which 3dsMax is using, it will *STOP* automatically looking for & trying to apply textures from those paths every time I open a mesh? Or would doing that only cause problems?
Vitriks Posted February 10, 2012 Posted February 10, 2012 First is the path where 3ds Max get the textures. Second one showing how lazy designers are. I mean billions of users using them and they cant write a popper names. Hey Vitriks! So... if I *remove* for' date=' for example, those Skyrim paths in your pic which 3dsMax is using, it will *STOP* automatically looking for & trying to apply textures from those paths every time I open a mesh? Or would doing that only cause problems? [/quote'] You computer will crush and hard drive will be formatter permanently. Nothing will happen. Your model gonna have a gray color.
FastestDogInTheDistrict Posted February 10, 2012 Posted February 10, 2012 First is the path where 3ds Max get the textures. Second one showing how lazy designers are. I mean billions of users using them and they cant write a popper names. Hey Vitriks! So... if I *remove* for' date=' for example, those Skyrim paths in your pic which 3dsMax is using, it will *STOP* automatically looking for & trying to apply textures from those paths every time I open a mesh? Or would doing that only cause problems? [/quote'] You computer will crush and hard drive will be formatter permanently. Nothing will happen. Your model gonna have a gray color. Yay! Many thanks, Vitriks! UPDATE: Damn. No - still the same problem. Okay - here's what my "Configure User Paths" window looks like: There's no Skyrim path even selected at all. When I first import the body .nif, it's grey. When I save that as a W.I.P., and try to re-open it later, it has that weird burnt rusty metal-looking colour applied to it. Somehow, when I save my W.I.P. and close 3dsMax, and then come back to it later, 3dsMax is pulling textures from *somewhere* and plastering them all over my work. I cannot import armour or weapon .nifs *WITHOUT* their texture showing (even though there's no texture files in sight) - they always show, and cannot be removed or separately selected to remove from the mesh. There must be something I'm not doing, or something really weird is happening...
CherryHotaling Posted February 10, 2012 Author Posted February 10, 2012 Ok here goes' date=' my first try at modding (actualy just combining some off my fav. armor parts into one Armor) Works perfect with Weight at 0 and 100 but legpads refuse to work anywhere in between... Realy greatfull for any Help there :-) [img']http://www.eternal-friendship.de/uploads/Weight 0 1.jpg[/img] (P.S. forgot to mention, the Verticles match in _0 and _1 files) Vertex count might match but you are probably missing a smooth modifier on one of the pieces of armor or body. Some armors are multiple pieces and you have to apply the smooth modifier to every single piece before the skin modifier
CherryHotaling Posted February 10, 2012 Author Posted February 10, 2012 Why is this happening when I open my WIP again? (Apologies in advance - it seems photobucket does not "do" 1680x1050) Note that in the above pic' date=' the only thing that has actually been done before this was "Saved as" was: open 3dsMax, import CBBEv2 (ie: the one I'm currently using in-game) "cuirassheavy_0.nif" as shown in the instructions. It's like there's a texture being accessed from somewhere... Also - see below. This next pic is a couple of steps along (import vanilla armour of choice, and - in this case - move it a few paces to the right (-150 on the X-axis only) so I can actually get at the vertices on the front of the torso to work with them. There's such a difference in the CBBE & Vanilla body meshes that the front of the armour is buried inside the body when it is first imported - I figured by pulling them out a bit to start with before I might find it easier. Odd thing is, when my armour is imported, it is bringing its texture along with it, and so keeps appearing as below instead of as the grey model pictured in the instructions... [img']http://i1231.photobucket.com/albums/ee515/FastestDogSkyrimPics/Snuh.jpg[/img] Is 3dsMax accessing files somewhere else that I am unaware of??? If it helps, I'm working with a couple of .nif's straight from my desktop, with NO other Skyrim models or textures in sight. ... I think I'm managing to make this whole process far harder than it should be, but I don't know how or where. The nif file is actually looking for a texture folder. Usually it looks in a path related to where the file your opening is located. Usually I dont care about the texture in max because im just working to shape it to fit, im not retexturing it. When you export it should be fine. Do you need to see the texture in max for some reason? When you export it, it wont matter as your not applying the texture anyways.
FastestDogInTheDistrict Posted February 10, 2012 Posted February 10, 2012 Why is this happening when I open my WIP again? (Apologies in advance - it seems photobucket does not "do" 1680x1050) Note that in the above pic' date=' the only thing that has actually been done before this was "Saved as" was: open 3dsMax, import CBBEv2 (ie: the one I'm currently using in-game) "cuirassheavy_0.nif" as shown in the instructions. It's like there's a texture being accessed from somewhere... Also - see below. This next pic is a couple of steps along (import vanilla armour of choice, and - in this case - move it a few paces to the right (-150 on the X-axis only) so I can actually get at the vertices on the front of the torso to work with them. There's such a difference in the CBBE & Vanilla body meshes that the front of the armour is buried inside the body when it is first imported - I figured by pulling them out a bit to start with before I might find it easier. Odd thing is, when my armour is imported, it is bringing its texture along with it, and so keeps appearing as below instead of as the grey model pictured in the instructions... [img']http://i1231.photobucket.com/albums/ee515/FastestDogSkyrimPics/Snuh.jpg[/img] Is 3dsMax accessing files somewhere else that I am unaware of??? If it helps, I'm working with a couple of .nif's straight from my desktop, with NO other Skyrim models or textures in sight. ... I think I'm managing to make this whole process far harder than it should be, but I don't know how or where. The nif file is actually looking for a texture folder. Usually it looks in a path related to where the file your opening is located. Usually I dont care about the texture in max because im just working to shape it to fit, im not retexturing it. When you export it should be fine. Do you need to see the texture in max for some reason? When you export it, it wont matter as your not applying the texture anyways. Ahh, okay. I locate the files I'm working with on the desktop, which is why this has really left me stumped as there's no textures there. The unpacked .bsa's are several folders away in my "Modelling Resources" box of goodies... should I move them somewhere further away?? Is there a way for 3dsMax to STOP the .nifs I want to work with from doing that until I'm done working with them? No, I don't need to see the textures in 3dsMax at all at this stage. It's been more a case of "... it's not grey? Why isn't it grey? GAH! Where'd this weird colour come from? What did I do? Oh no!" paranoia. Additionally, it's making it harder to see what I'm doing. I really do appreciate everyone's feedback on this so far! UPDATE: Okay - half-solved! Heh. Yes, making a file away somewhere else (in this case, C:\Users\...\Documents\3dsMax\3DSMAX WORKBENCH) seems to stop the body mesh picking up textures. The scale armor I'm trying to work with is still texturing itself though... I'll try another & see if there's a difference... Further Update: Yep, different armour still gets textured. So, somehow, armour & item meshes are still getting displayed with textures while the body mesh remains grey... this is really weird...
Sanadin Posted February 10, 2012 Posted February 10, 2012 Ok here goes' date=' my first try at modding (actualy just combining some off my fav. armor parts into one Armor) Works perfect with Weight at 0 and 100 but legpads refuse to work anywhere in between... Realy greatfull for any Help there :-) [img']http://www.eternal-friendship.de/uploads/Weight 0 1.jpg[/img] (P.S. forgot to mention, the Verticles match in _0 and _1 files) Vertex count might match but you are probably missing a smooth modifier on one of the pieces of armor or body. Some armors are multiple pieces and you have to apply the smooth modifier to every single piece before the skin modifier Double checked all parts, smooth modifier is set where it should be. Children names are matched too, I tried to copy all armorparts over to empty bodies, still the same Problem. Works perfect with Weight 0 and 100 and legpads explode in the middle area as soon as the slider gets moved
CherryHotaling Posted February 10, 2012 Author Posted February 10, 2012 Ok here goes' date=' my first try at modding (actualy just combining some off my fav. armor parts into one Armor) Works perfect with Weight at 0 and 100 but legpads refuse to work anywhere in between... Realy greatfull for any Help there :-) [img']http://www.eternal-friendship.de/uploads/Weight 0 1.jpg[/img] (P.S. forgot to mention, the Verticles match in _0 and _1 files) Vertex count might match but you are probably missing a smooth modifier on one of the pieces of armor or body. Some armors are multiple pieces and you have to apply the smooth modifier to every single piece before the skin modifier Double checked all parts, smooth modifier is set where it should be. Children names are matched too, I tried to copy all armorparts over to empty bodies, still the same Problem. Works perfect with Weight 0 and 100 and legpads explode in the middle area as soon as the slider gets moved Check the Vertex count for every single piece and make sure the numbers match even for the little separate pieces (Some armor has bands etc that are separate. The explosion between means there is a mismatch somewhere. So there is a mismatch between _0 and _1 somewhere.
CherryHotaling Posted February 10, 2012 Author Posted February 10, 2012 Why is this happening when I open my WIP again? (Apologies in advance - it seems photobucket does not "do" 1680x1050) Note that in the above pic' date=' the only thing that has actually been done before this was "Saved as" was: open 3dsMax, import CBBEv2 (ie: the one I'm currently using in-game) "cuirassheavy_0.nif" as shown in the instructions. It's like there's a texture being accessed from somewhere... Also - see below. This next pic is a couple of steps along (import vanilla armour of choice, and - in this case - move it a few paces to the right (-150 on the X-axis only) so I can actually get at the vertices on the front of the torso to work with them. There's such a difference in the CBBE & Vanilla body meshes that the front of the armour is buried inside the body when it is first imported - I figured by pulling them out a bit to start with before I might find it easier. Odd thing is, when my armour is imported, it is bringing its texture along with it, and so keeps appearing as below instead of as the grey model pictured in the instructions... [img']http://i1231.photobucket.com/albums/ee515/FastestDogSkyrimPics/Snuh.jpg[/img] Is 3dsMax accessing files somewhere else that I am unaware of??? If it helps, I'm working with a couple of .nif's straight from my desktop, with NO other Skyrim models or textures in sight. ... I think I'm managing to make this whole process far harder than it should be, but I don't know how or where. The nif file is actually looking for a texture folder. Usually it looks in a path related to where the file your opening is located. Usually I dont care about the texture in max because im just working to shape it to fit, im not retexturing it. When you export it should be fine. Do you need to see the texture in max for some reason? When you export it, it wont matter as your not applying the texture anyways. Ahh, okay. I locate the files I'm working with on the desktop, which is why this has really left me stumped as there's no textures there. The unpacked .bsa's are several folders away in my "Modelling Resources" box of goodies... should I move them somewhere further away?? Is there a way for 3dsMax to STOP the .nifs I want to work with from doing that until I'm done working with them? No, I don't need to see the textures in 3dsMax at all at this stage. It's been more a case of "... it's not grey? Why isn't it grey? GAH! Where'd this weird colour come from? What did I do? Oh no!" paranoia. Additionally, it's making it harder to see what I'm doing. I really do appreciate everyone's feedback on this so far! UPDATE: Okay - half-solved! Heh. Yes, making a file away somewhere else (in this case, C:\Users\...\Documents\3dsMax\3DSMAX WORKBENCH) seems to stop the body mesh picking up textures. The scale armor I'm trying to work with is still texturing itself though... I'll try another & see if there's a difference... Further Update: Yep, different armour still gets textured. So, somehow, armour & item meshes are still getting displayed with textures while the body mesh remains grey... this is really weird... Some textures might actually be part of the .nif and may load no matter what. Thats normal
Sanadin Posted February 10, 2012 Posted February 10, 2012 Ok, giving up for the day.... Checked all parts again, none without smooth mod at correct place, done legpads again and now I cant get it back to matching Verticle amount no matter what I do... Maybe I remember how I did that when I had some sleep hehe
Recommended Posts
Archived
This topic is now archived and is closed to further replies.