GIGABITE Posted March 10, 2015 Posted March 10, 2015 I must ask for help at this point. I made a body mod and all is fine with it and all BUT... When the body is in some poses it stretches at some points not in a way it should and I'm kind of perfectionist so that really bugs me. I tried fiddling with weights with little luck. I have an idea now that I should somehow apply the pose in blender and with the pose applied edit the mesh, then apply default pose and just fix it if it's needed. Now I'm fairly new to blender and modding Oblivion so can any of you more experienced compatriots tell me if that is even possible or if you have some other suggestion on how to make the body stretch the way it should that's fine too Thanx in advace
Vaelorian Posted March 10, 2015 Posted March 10, 2015 I assume you already tried all the tools made by Gerra6, and have had limited success with them? If not, try them. If yes: Load the pose (import the skeleton with the pose file as keyframe file), target the body and switch to weight-paint mode. Weight-paint until you achieve agreeable results, then switch back to object mode. Clear out the pose and ensure that the model deforms in a reasonable fashion in other poses. If it doesn't, go back to weight-paint mode and re-do it. If it does, export it and you're done.
kingkong Posted March 10, 2015 Posted March 10, 2015 there is more than one way to weight paint the body . and all depends on the place to fix . normaly you should import a skeleton and use "pose mod" . i rather go directly on the mesh in "weight paint" and lower or higher the color for each bone specialy where more than 2 bones crosses.
GIGABITE Posted March 11, 2015 Author Posted March 11, 2015 Thank you for reply's I'm painting like you kingkong. Now prepare to be staggered by the sheer stupidity of the next questions Is there a way to blur the colors like in photoshop? Is there something like x symmetry option for weight painting?
kingkong Posted March 11, 2015 Posted March 11, 2015 if this option exist i have missed it . But you can cheat !!! you cut the mesh symetric, delete or put in an other layer 1 half , you paint the mesh than in object mod you duplicat the mesh than Mirror it . you rename each bone on the mirrored one "Bip0.....L /R" a letter for Left or the letter for Right . than you switch to edit mod and (w key) " flipp normals " than join togather the 2 meshes . before " remove vertex " in "edit mode" split your window and open it on "UV" Mirror the uv and place it corectly.
GIGABITE Posted March 13, 2015 Author Posted March 13, 2015 Hi, I have another question. I don't know how hard, or even possible, it is but can muscle tensing be simulated with weight maps even close to be realistic? And another one, can I use newest blender version with oblivion meshes?
kingkong Posted March 13, 2015 Posted March 13, 2015 for muscle you need to add 1 bone for each one than add the bone to animations. the only probleme is the size (need to zoom on it to see it moving) using a newest blender is possible only for the shape as you will export it as file.obj loosing all paint and data , you will have than import it in blender 2.49 just for paint , data , and to export it as file.nif . (untill a nifscript will be available)
GIGABITE Posted March 13, 2015 Author Posted March 13, 2015 I was afraid of that. I need vertex paint mirror option. Hate to have to do everything twice. I tried what you said and first time I messed up my mesh, second time spent like more time fixing the seams then it would take to weight pain. I don't know whats wrong, I must have sculpted it not precisely symmetric. I found that I can copy and rename vertex group but I must mirror it then and that option is not in 2.49
kingkong Posted March 13, 2015 Posted March 13, 2015 i think it is more like you messed with bones names ( more than 20 is confusing) it happend to me ! (and when there is a mistake you spend much more time to fix it ). if you are just correcting the mesh weight pant than it is easier and faster to do each bones correction even if it is twice. (until a new nfscript for new blender there is choice or try 3dsmax)
GIGABITE Posted March 13, 2015 Author Posted March 13, 2015 Thanx anyway. I starting to think that I'm fighting a loosing fight. I'm actually pleased with how my mesh behaves in normal gameplay but when the legs spread in some sex poses area between them is now after hours of weight painting lets say satisfactory but the area around... well... back door is very stretched and if I paint it so it doesn't stretch that much then when I bend the thigh forward the hole pops out. I'm out of ideas. Almost thinking of adding another object as a hole but then how do I weight that so it doesn't do the same...
kingkong Posted March 13, 2015 Posted March 13, 2015 normaly this is the pelvis area it should be painted just with that bone . if you painted with the spin bone it is normal that it pops out as it has more circumferance and more amplitude. you should take exemple from an other body m/f .
GIGABITE Posted March 20, 2015 Author Posted March 20, 2015 Hi guys, Can anyone tell me why do I get these pixelated areas on my mesh when weight painting. That area is smooth in any other mode. And more to the point why can't I smooth it out, no matter how many times I paint over it the pixels are still there and that causes some lighting issues ingame as you can see in third screen
kingkong Posted March 20, 2015 Posted March 20, 2015 it does not matter in blender it is just annoying but not important even if you will subdivise 100 time you will always paint triangles and you will always see it alike. normaly in nifskope you just " update tangent&space ". i do not know what can cause this but it happends !
movomo Posted March 21, 2015 Posted March 21, 2015 That looks to me like tangent space artifact or normals issue. Yep it happens, but still this is a bit strange. Normally that zigzag lighting artifact happens around the uv seam. It must decide whether a particular vector is heading inside or outside, from how the triangles are made up, that's why it happens around the uv seams. Things get tough if it's a mirror axis of uv, not just uv seam, because you can't fix it with the update tangent spell of nifskope. But I don't see any such problem in your femboy 2.0 lowerbody file when inspected with nifskope. Makes me wonder what did you do or what are you trying to achieve.
GIGABITE Posted March 21, 2015 Author Posted March 21, 2015 I'm still testing it, I might have fixed it with t\s update in ns, but I need to test it under different lighting ingame. Actually that was there before I started messing around with weight map so it should be more or less visible on femboy 2.0 mesh. I'm actually such a masochist that I just started messing with knees weight mapping after barely survived pelvis area. I have to ask you guys another question, how hard would it be to uv map just a part of already uv mapped mesh?
kingkong Posted March 21, 2015 Posted March 21, 2015 it depends of what you want to do with the uv map of the part selected : - you can just select and cut (split , separate ) a part and do a uv part of it own. - the difficulty is if you have a mess of uv in a smal part and you want to fix : you need to re ' uv anwrap ' all the object again . It is a little bit tricky becuase you need to search where are the mark seams/sharp your predecessor have used. and you might do several hours of work to find the correct one. A suggestion use a third part uv map software.
GIGABITE Posted March 26, 2015 Author Posted March 26, 2015 Sorry I need more help. I made a mesh in blender, some leggings. I made it from the body mesh itself, made the texture. Messed with it in nifskope until I got it to look like I wanted it to but... It is comprised of leggings block with it's own texture and feet block that has normal skin texture. I did rename texturing prop's link to the correct file for the leggings. Actually I copied the feet block from other nif so that when I change the texture for the leggings it doesn't change the texture of feet. And with that done it looks great in nifskope but in game it just loads normal skin texture for leggings too. How do I change the texture from skin to new one so the game gets it
fejeena Posted March 26, 2015 Posted March 26, 2015 if 1 has Name foot and 2 has Name Skin the mesh in game will use the footfemale texture of the race (which wears the Leggings or use the Body) regardless of the textures path in 3 ( And if 1 has Name Hand and 2 has Name Skin the nif use the race Hand texture) Change 2 to Name Default or material and the nif use the texture of the textures path.
GIGABITE Posted March 30, 2015 Author Posted March 30, 2015 This is surprising even to me but I have to ask... Is there a way to port my body mod to fallout3 and keep the weight painting. I found an oblivion compatible fallout3 skeleton and it kind of seems to me that it should be possible. Although it's mind numbing at first glance how much the body meshes look diferent
kingkong Posted April 2, 2015 Posted April 2, 2015 you can find a converter here http://www.nexusmods.com/fallout3/mods/11380/? i do not recall exactly the ritual you might find more answears and help at fallout section .
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