Vitriks Posted February 10, 2012 Posted February 10, 2012 Ok' date=' 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 [/quote'] One thing that Cherry and me not mention is the order of objects in the nif file. It must be the same. like in _0 and _1 (for example) first must be body, then panties, then skirt, then bra, then shirt
Sanadin Posted February 10, 2012 Posted February 10, 2012 One thing that Cherry and me not mention is the order of objects in the nif file. It must be the same. like in _0 and _1 (for example) first must be body' date=' then panties, then skirt, then bra, then shirt [/quote'] Mh they are in the exact same order as far as I can see. But I seriously need to get some sleep now, been up since a bit over 27 hours now and can´t keep my eyes open anymore. Here would be my two nifs, in case you have the time to check for yourself, like I said, I am a total noob to this and can´t see any wrong smooth mod or vertical amount or a wrong order in this 1.nif 0.nif
redram80 Posted February 10, 2012 Posted February 10, 2012 Cherry, hearty thanks on all the efforts you've put into this mod! Easily my fav. I've been considering trying my hand at modding and I had a general (if lengthy) question of feasability: I normally play with size max, and really like your body mesh as a nude mod. I do think the breasts look best without restriction, and I guess to me often times the armors made for it appear rather forced in how they encompass the breasts. I know you've got enough on your plate and don't want to bug you with asking for a whole new body type, hence my interest in perhaps modding. I really love Ketwaroo's 'somewhat skimpy dragon armor' (http://skyrim.nexusmods.com/downloads/file.php?id=5411) because a) he has general good taste in not getting ridiculous on the skimpiness, and he seems to have taken the approach of (I guess?) doing a separate body just for use with armor, that shows the breasts pushed up, with some nice cleavage? This is where I need the general tips - did he in fact make a separate body that is only for use with armor? Is it feasible to do that for your body, so it uses the current body when naked, but a 'pushup' body, still with jiggling, with clothing and armor? I know jiggling doesn't necessarily make sense with heavier armors, but I'd still give it a whirl. Even if those don't work out well, I think a lot of clothing styles would benefit with a more squished together pushup body, which perhaps has the breasts take up a bit less 'outward' real estate, but be more rounded on top. I would like armor mods that focus on exposed cleavage, with sensible looking supporting underneath, whereas for some reason a lot of the armor mods, both for your body and others, cover the top of the breast area, but bare midrif and to me that looks weird and not sexy at all. I've read some of your turorials (and by the way, people that can TEACH modding are a lot rarer than those who can do it; BIG KUDOS for you in what you've done for the community) and they're daunting, but I've done 3dsmax work in my school days, so am not totally unfamiliar. I'm considering trying my hand at this, but I don't want to go to all the trouble if I can't have both bodies - yours when naked, pushup when armored - active at the same time. Also, if anyone else is already pursuing something along these lines, I don't want to duplicate effort. I'd also of course need your permission to use your body as a base. SO I kind of rambled there. Sum up, is it feasible to make a separate body for use with armor, but your regular body gets used when naked? Anyway, hope you're not getting burned out and/or disappointed with CK providing poor to no skeleton support from what I gather. Keep up the incredible work!
Vitriks Posted February 10, 2012 Posted February 10, 2012 One thing that Cherry and me not mention is the order of objects in the nif file. It must be the same. like in _0 and _1 (for example) first must be body' date=' then panties, then skirt, then bra, then shirt [/quote'] Mh they are in the exact same order as far as I can see. But I seriously need to get some sleep now, been up since a bit over 27 hours now and can´t keep my eyes open anymore. Here would be my two nifs, in case you have the time to check for yourself, like I said, I am a total noob to this and can´t see any wrong smooth mod or vertical amount or a wrong order in this 1.nif 0.nif Kinda checked everything I know. And I can officially say that the leggings is bugged. I even smooth group it.
FastestDogInTheDistrict Posted February 10, 2012 Posted February 10, 2012 Some textures might actually be part of the .nif and may load no matter what. Thats normal Ah okay. Well, as long as it's not going to cause problems then, I can live with it. Cherry & Vitriks, thank-you for your help with this!
Sanadin Posted February 11, 2012 Posted February 11, 2012 Kinda checked everything I know. And I can officially say that the leggings is bugged. I even smooth group it. Bleh... so I wasted like 6 days trying to get a broken piece to work Anyone maybe working on Gloves like that Pic? Or an body piece like this Body or this Body or this Body?
CherryHotaling Posted February 11, 2012 Author Posted February 11, 2012 One thing that Cherry and me not mention is the order of objects in the nif file. It must be the same. like in _0 and _1 (for example) first must be body' date=' then panties, then skirt, then bra, then shirt [/quote'] Mh they are in the exact same order as far as I can see. But I seriously need to get some sleep now, been up since a bit over 27 hours now and can´t keep my eyes open anymore. Here would be my two nifs, in case you have the time to check for yourself, like I said, I am a total noob to this and can´t see any wrong smooth mod or vertical amount or a wrong order in this 1.nif 0.nif Maybe try Re, exporting them from max? Can I see a screenshot of your modifier stack in max? also your applying a smooth on the body as well right?
CherryHotaling Posted February 11, 2012 Author Posted February 11, 2012 Cherry' date=' hearty thanks on all the efforts you've put into this mod! Easily my fav. I've been considering trying my hand at modding and I had a general (if lengthy) question of feasability: I normally play with size max, and really like your body mesh as a nude mod. I do think the breasts look best without restriction, and I guess to me often times the armors made for it appear rather forced in how they encompass the breasts. I know you've got enough on your plate and don't want to bug you with asking for a whole new body type, hence my interest in perhaps modding. I really love Ketwaroo's 'somewhat skimpy dragon armor' (http://skyrim.nexusmods.com/downloads/file.php?id=5411) because a) he has general good taste in not getting ridiculous on the skimpiness, and he seems to have taken the approach of (I guess?) doing a separate body just for use with armor, that shows the breasts pushed up, with some nice cleavage? This is where I need the general tips - did he in fact make a separate body that is only for use with armor? Is it feasible to do that for your body, so it uses the current body when naked, but a 'pushup' body, still with jiggling, with clothing and armor? I know jiggling doesn't necessarily make sense with heavier armors, but I'd still give it a whirl. Even if those don't work out well, I think a lot of clothing styles would benefit with a more squished together pushup body, which perhaps has the breasts take up a bit less 'outward' real estate, but be more rounded on top. I would like armor mods that focus on exposed cleavage, with sensible looking supporting underneath, whereas for some reason a lot of the armor mods, both for your body and others, cover the top of the breast area, but bare midrif and to me that looks weird and not sexy at all. I've read some of your turorials (and by the way, people that can TEACH modding are a lot rarer than those who can do it; BIG KUDOS for you in what you've done for the community) and they're daunting, but I've done 3dsmax work in my school days, so am not totally unfamiliar. I'm considering trying my hand at this, but I don't want to go to all the trouble if I can't have both bodies - yours when naked, pushup when armored - active at the same time. Also, if anyone else is already pursuing something along these lines, I don't want to duplicate effort. I'd also of course need your permission to use your body as a base. SO I kind of rambled there. Sum up, is it feasible to make a separate body for use with armor, but your regular body gets used when naked? Anyway, hope you're not getting burned out and/or disappointed with CK providing poor to no skeleton support from what I gather. Keep up the incredible work! [/quote'] I dont have a breast pushed up body. (Glad you like the mod) The breast sliders change how big the breasts are but the picture in that image is one of the CBBE bodies) you can change the body a little bit Inside the armor you made if you wish it yes. Its a mesh toy with it hehe. I dont suggest making a new body but if it has the armor on it then feel free.
redram80 Posted February 13, 2012 Posted February 13, 2012 Having a problem that seems different than the others in this thread. I revised the body model itself, and it works fine; bounces, resizes, etc. But now I'm having a problem in the armor. I'm taking the nord plate, which vanilla is a one-piece armor with no body included, and trying to cut down the top some to show some cleavage, which requires I put in the body. I seem to be hitting trouble at the copying of the skin modifier in Max. If I delete the 'bad' skin modifier from my new armor, and then paste in the 'good' modifier from Cherry's body, it causes the armor to suddenly reposition itself a full body's height below the actual body. I can export this and actually run it in the game, and with lydia in the loft of Breezehome, she is naked while an empty suit of armor hangs from the ceiling of the first floor. But the armor is also not colored right - its very dark, largely black. If I instead first paste the good skin above the bad, and then delete the bad, it does not reposition the body in max as far as I can tell, but when I run it in the game the armor floats in front of the body, just maybe 10 inches or so. Again, I can catch hints of the texture, but it's mostly black. It also flaps around wildly when Lydia runs. Apparently being attached to her feet? Also, after pasting the new skin modifier, when I go into the edit envelope mode, no weight shading shows up on the new armor. So apparently values are not copying right. When I go into nif and compare NiTriShapeData, number of vertices, triangles, and triangle points all match up. The 'center' and 'radius' numbers differ. The original armor has "NumUVsets" of 4097, while my new has 1. New armor also has nothing under 'tangents' and 'binormals'. Everything seems to point to a bad copy of the skin modifier, but I don't know how I can screw up a simple copy-paste. Any ideas?
JuggerT Posted February 13, 2012 Posted February 13, 2012 Hello, can you help me with some problem? After exporting a model from 3ds max in .nif file there is a problem. When I look on the model from a sides, I can see the armor through the arm. Tried to copy the NiAlphaproperty from original file, but it don't work. http://jpegshare.net/44/76/4476c3afdd1afc0e945ec1e5dce40287.jpg.html http://jpegshare.net/6a/61/6a61cdb513d253d660b6404db7488069.jpg.html http://jpegshare.net/ff/b2/ffb24deb3488e21d9e32f27ae28ba4ad.jpg.html Please help
JuggerT Posted February 13, 2012 Posted February 13, 2012 Having a problem that seems different than the others in this thread. I revised the body model itself' date=' and it works fine; bounces, resizes, etc. But now I'm having a problem in the armor. I'm taking the nord plate, which vanilla is a one-piece armor with no body included, and trying to cut down the top some to show some cleavage, which requires I put in the body. I seem to be hitting trouble at the copying of the skin modifier in Max. If I delete the 'bad' skin modifier from my new armor, and then paste in the 'good' modifier from Cherry's body, it causes the armor to suddenly reposition itself a full body's height below the actual body. I can export this and actually run it in the game, and with lydia in the loft of Breezehome, she is naked while an empty suit of armor hangs from the ceiling of the first floor. But the armor is also not colored right - its very dark, largely black. If I instead first paste the good skin above the bad, and then delete the bad, it does not reposition the body in max as far as I can tell, but when I run it in the game the armor floats in front of the body, just maybe 10 inches or so. Again, I can catch hints of the texture, but it's mostly black. It also flaps around wildly when Lydia runs. Apparently being attached to her feet? Also, after pasting the new skin modifier, when I go into the edit envelope mode, no shading shows up on the new armor. So apparently values are not copying right. When I go into nif and compare NiTriShapeData, number of vertices, triangles, and triangle points all match up. The 'center' and 'raius' numbers differ. The original armor has "NumUVsets" of 4097, while my new has 1. New armor also has nothing under 'tangents' and 'binormals'. Everything seems to point to a bad copy of the skin modifier, but I don't know how I can screw up a simple copy-paste. Any ideas? [/quote'] When you deleting the Skin modifier, you must use Collapse All command to prevent your armor to change position.
Zaszar Posted February 13, 2012 Posted February 13, 2012 I am having a similar problem. When I import an Oblivion armor piece, regardless if I leave the original skin modifier in or not, or if I collapse or not -- as soon as I paste the body skin modifier, the position of the mesh changes (sometimes only slightly and sometimes a lot) I have no clue why and what I could do to prevent that.
redram80 Posted February 14, 2012 Posted February 14, 2012 When you deleting the Skin modifier' date=' you must use Collapse All command to prevent your armor to change position. [/quote'] Didn't seem to help me. Collapse all seems to delete the skin modifier as well as the one above, leaving only the mesh. Unless I'm misunderstanding something. I had access to a full version of v10 so that's what I used, is it possible that 3dMax v10 is not sophisticated enough?
Zaszar Posted February 14, 2012 Posted February 14, 2012 I import an Oblivion armor with it's original skin modifier. I change the things I need to change like changing position etc. Than collapse all. The changes I made stay just like JuggerT wrote -- that part works, but as soon as I copy the skin modifier from Cherrys body the armor is changing it's position. Like I said sometimes it is only slightly. It is NOT doing that when I change the order of the modifier to: Skin -> BSDismembermodifier -> ... -> Editable mesh. I am not sure if that messes something up within the game though.
CherryHotaling Posted February 14, 2012 Author Posted February 14, 2012 Having a problem that seems different than the others in this thread. I revised the body model itself' date=' and it works fine; bounces, resizes, etc. But now I'm having a problem in the armor. I'm taking the nord plate, which vanilla is a one-piece armor with no body included, and trying to cut down the top some to show some cleavage, which requires I put in the body. I seem to be hitting trouble at the copying of the skin modifier in Max. If I delete the 'bad' skin modifier from my new armor, and then paste in the 'good' modifier from Cherry's body, it causes the armor to suddenly reposition itself a full body's height below the actual body. I can export this and actually run it in the game, and with lydia in the loft of Breezehome, she is naked while an empty suit of armor hangs from the ceiling of the first floor. But the armor is also not colored right - its very dark, largely black. If I instead first paste the good skin above the bad, and then delete the bad, it does not reposition the body in max as far as I can tell, but when I run it in the game the armor floats in front of the body, just maybe 10 inches or so. Again, I can catch hints of the texture, but it's mostly black. It also flaps around wildly when Lydia runs. Apparently being attached to her feet? Also, after pasting the new skin modifier, when I go into the edit envelope mode, no weight shading shows up on the new armor. So apparently values are not copying right. When I go into nif and compare NiTriShapeData, number of vertices, triangles, and triangle points all match up. The 'center' and 'radius' numbers differ. The original armor has "NumUVsets" of 4097, while my new has 1. New armor also has nothing under 'tangents' and 'binormals'. Everything seems to point to a bad copy of the skin modifier, but I don't know how I can screw up a simple copy-paste. Any ideas? [/quote'] ahhh yes I know what the problem is. the Armor your working with wasnt set on Zero in world when it was originally modelled. There is a fix, (Its a small pain in the tush and it will require me writing a little tutorial on it hehe) The basic idea is you remove the skin modifier --> then you click the move tool at the top. you look at the bottom of max where you can enter numbers and set it to 0 0 0 (X,Y,Z) It will move the armor to zero but the problem is the armor will be no where its supposed to be. So you can import another copy of the armor (So you know what position it was in) Click on the armor you set to zero --> click the edit mesh modifier and Select all the Veritices and move the whole thing up to where the armor is supposed to be. When you uncheck the Edit verticies button and click the move tool you will see it still says 0 0 0 at the bottom so it should now be on zero. You can now apply the skin modifier to it and it shoudl be in the proper place. Might have to do a couple of other things if it pops down or up instead. Someone also said they use skin wrap instead to target my body for it. But I havent used skinwrap before so I am not sure how to use it.
teals03 Posted February 14, 2012 Posted February 14, 2012 What I do to fix the armor/body moving is this, or rather this is just my process. 1. Add in the armor you want to edit and the body with bbp you want into the scene for 3ds max. 2. Edit the armor. 3. Smooth modifier everything you plan to export. Actually just smooth everything. 3a. Double check everything to make sure you didnt miss something. 4. Save and export. 5. Open a new scene in 3ds max and import your now edited armor. 6. Copy the skin data from the body. Delete and replace the skin data from the armor. 7. Smooth. Save. Export. 8. Make changes in nifskope. 9. Done.
Zaszar Posted February 14, 2012 Posted February 14, 2012 ahhh yes I know what the problem is. the Armor your working with wasnt set on Zero in world when it was originally modelled. There is a fix' date=' (Its a small pain in the tush and it will require me writing a little tutorial on it hehe) [/quote'] You, Ms Cherry, are amazing -- thank you so much, this was driving me insane.
Dcrim Posted February 14, 2012 Posted February 14, 2012 Posting to say my thanks to Cherry and Everyone! If it weren't for your reported troubleshoots, I wouldn't know what to do next, even though I took several shortcuts! And as simple as it is, this is my end result: Again, thank you!
CherryHotaling Posted February 16, 2012 Author Posted February 16, 2012 Posting to say my thanks to Cherry and Everyone! If it weren't for your reported troubleshoots' date=' I wouldn't know what to do next, even though I took several shortcuts! And as simple as it is, this is my end result: [img']http://i3.photobucket.com/albums/y62/gigashady/ScreenShot52.jpg[/img] Again, thank you! oh very nice! Great work!
redram80 Posted February 16, 2012 Posted February 16, 2012 Thanks Cherry and Teals both! And I realized the texture problem was due to the NiTriShapeData field having "no" for "has vertex colors" when it should have been "yes". So in the end: success!
Vitriks Posted February 16, 2012 Posted February 16, 2012 I just don't quite understand how we copy the gauntlet skin modifier? Should I just open already ported gauntlet, place the one from oblivion to the same position and copy skin modifier? Or I need in nifscope rename the finger bones? 4. Save and export. 5. Open a new scene in 3ds max and import your now edited armor. 6. Copy the skin data from the body. Delete and replace the skin data from the armor. Yeah, Scratchy but simple. Tried "Paint deformation". Work pretty smooth, but its' not 100% perfect and it's a vertex number killer so be sure exporting from poly to mesh in the first place (for both _0 and _1)
galgat Posted February 16, 2012 Posted February 16, 2012 Wonderful, I so love tutorials that don't make me jump all over the place like the OB wiki does. Very nice help. I miss things like the morrowind scripters guild. There use to be so many nice tutorial's all over the net for modding, now there scattered around like dust ball's and just about as tangled up. Thx u Soo Much.
redram80 Posted February 16, 2012 Posted February 16, 2012 Question for all the knowledgeable and helpful folk here: I find that adjusting vanilla armors to Cherry's body, I often don't have as many vertices as I would like in the chest area, with the result being rather sharp-edged at the higher sizes. Is it feasible to add vertexes to a mesh? I know you have to keep the exact same number between the 0 and 1 bodies, so it sounds...difficult. Not to mention the affects on the texture? But I thought I'd ask, see if anyone else has done it. Maybe find what commands they use if so.
CherryHotaling Posted February 17, 2012 Author Posted February 17, 2012 Question for all the knowledgeable and helpful folk here: I find that adjusting vanilla armors to Cherry's body' date=' I often don't have as many vertices as I would like in the chest area, with the result being rather sharp-edged at the higher sizes. Is it feasible to add vertexes to a mesh? I know you have to keep the exact same number between the 0 and 1 bodies, so it sounds...difficult. Not to mention the affects on the texture? But I thought I'd ask, see if anyone else has done it. Maybe find what commands they use if so. [/quote'] if you add verticies then you ruin the UV map, you will have WAY more issues then you want. I use a Relax Modifier after selecting a bunch of verticies, It helps with low polygon models look a bit smoother
Silvist Posted February 19, 2012 Posted February 19, 2012 Well, after I took a break from messing with conversions I'm at it again. This time I was able to make the armor fit how I liked, more or less. Now the issue I'm having is when I add the skin. No matter if I make the skin myself as a modifier, or copy it over from the body....it crashes on Import. The only thing I did to the armor prior to this was convert to editable poly, delete some elements, deform pull/push, and soft selection. I can export no problem without the skin, but with it 3ds hates me lol. Yes smoothing #2 is on both the body and the armor. Any ideas? Also here's my wip: I even tried to paint the weight by hand, to make sure it wasn't messed up (not a pro job, but I did my best lol).
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