DixiePig Posted November 10, 2014 Share Posted November 10, 2014 Hi, I'm working on this custom armor. I've run into a problem. I have two questions I would very much appreciate some help with : Which body mesh do I need to use so that it can be most easily converted to anyone's preferred body shape (such as with bodyslide)? What do I need to do in blender for it to have jiggle physics? Do I just copy vertex weight groups from an hdt body? A couple of notes: Â The body is deformed (breasts pressed together) so it's not a simple matter of copying the body data over in nifskope. I don't know how this will affect convertability. Â I've started out with a large breast size on the assumption that it is easier to convert from larger bodies to smaller ones than vice versa. I suspect I was wrong on this. Link to comment
ousnius Posted November 10, 2014 Share Posted November 10, 2014 Quite a few people use Outfit Studio to convert outfits, so CBBE would be the best to have for Outfit Studio conversions. It's used as a bridge between all bodies there. But anything else that's widely used works, too. Â Yes, to get jiggle physics, you can copy bone weights in Blender from a body that has the bones you need. Link to comment
blabba Posted November 11, 2014 Share Posted November 11, 2014 I would most certainly encourage you to manually tweak your weights for the breasts for hdt jiggle. Â There's a lot of potential with your mod to customize it so that certain parts are kept moving while other parts are rigid to create a nice semi-realistic effect. Â Anyway good work! Link to comment
DixiePig Posted November 11, 2014 Author Share Posted November 11, 2014 I would most certainly encourage you to manually tweak your weights for the breasts for hdt jiggle. Â There's a lot of potential with your mod to customize it so that certain parts are kept moving while other parts are rigid to create a nice semi-realistic effect. Â Anyway good work! Â I think what you're saying is that instead of doing a straight bone weight copy, I can paint it such that some parts are less affected by physics, such that parts slide against each other? In which case, very good suggestion! Â Link to comment
SaRyanIlith Posted November 12, 2014 Share Posted November 12, 2014 this is the cbbe hdt skeleton.nif i use and the hdtpe file nice armor looks like hermeas moras grope device to control his 2nd dragonborn http://www.loverslab.com/files/file/1506-%7B%3F%7D/ Â Link to comment
Kom1 Posted November 13, 2014 Share Posted November 13, 2014 Hi, I'm working on I've run into a problem. I have two questions I would very much appreciate some help with : Which body mesh do I need to use so that it can be most easily converted to anyone's preferred body shape (such as with bodyslide)? What do I need to do in blender for it to have jiggle physics? Do I just copy vertex weight groups from an hdt body? A couple of notes: Â The body is deformed (breasts pressed together) so it's not a simple matter of copying the body data over in nifskope. I don't know how this will affect convertability. Â I've started out with a large breast size on the assumption that it is easier to convert from larger bodies to smaller ones than vice versa. I suspect I was wrong on this. Â I don't actually do any real modding but maybe my thoughts might be some help. If you have a deformed body I think you could take one of the default CBBE body meshes, modify it to fit under your armor (i.e. deform it) and then set it as a BaseShape in your armor mesh. As long as you don't modify the neck/hand/feet seams it will give the desired affect when the armor is equipped and it will use the users textures. From there use bodyslide to create a slider set, so people can convert the BaseShape in the armor mesh to resemble their custom CBBE body, I think once you play around with creating this slider set you'll see that you can keep the deformations whilst allowing changes to the sliders of the body. For a completely different body types I think with a deformed body you would have no choice but to create a separate mesh for users to download, you can try the built in conversion in bodyslide, CBBE -> UNP (for example) and see what the result is, maybe it will be ok, in which case users can do that themselves if they want. For physics I believe it is just a case of making sure you're mesh has the correct bones i.e. L Breast, R Breast, L Butt, R Butt (or something like that), making sure the user has a skeleton with those + physics installed, and then adding weights either through copy and paste or doing you're own. Â Link to comment
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