Endiness Posted October 26, 2012 Posted October 26, 2012 Did you try selecting all vertices, and either making or clone or detaching as clone? Whatever amount you copy or detach is what you'll get on export guaranteed.I personally use detach, but then I have to copy over the skin, delete old, rename new mesh. Making a copy should do the same thing a bit better, but I haven't tried it.
Xanshio Posted October 26, 2012 Posted October 26, 2012 Did you try selecting all vertices' date=' and either making or clone or detaching as clone? Whatever amount you copy or detach is what you'll get on export guaranteed.I personally use detach, but then I have to copy over the skin, delete old, rename new mesh. Making a copy should do the same thing a bit better, but I haven't tried it. [/quote'] Thanks for the suggestions, Endiness. I'll try them asap.
stuffed_bunny Posted October 26, 2012 Author Posted October 26, 2012 Hey' date=' stuffed_bunny. I'm having some issues with the number of vertices when I export the model to NIF, using 3ds Max. Both body files (the *_0.nif and the *_1.nif) have 9013 vertices when they are 3DS files. When I export to NIF, the number changes, and both have different numbers, which ruins the weight slider. I'm getting frustrated. The number of vertices is the same, using Blender? If yes, can you tell me what else should I download and install besides Blender (like a plugin or something)? [/quote'] CalienteBody/CBBE and variants have 3471 vertices, 3288 if (UV seam) doubles are removed. But perhaps you're working on a different body mesh? In any case, exporting nifs will recreate any removed doubles at the UV seams, which is good because you typically don't want to work with seams that can break up during reshaping. If you export OBJ instead, no vertices will be recreated. If you're making a slider, Slidermaker in Bodyslide will recreate the missing vertices in the OBJ from the nif source.
Reducer Posted October 26, 2012 Posted October 26, 2012 Hi again SB. I have a question: what's the difference between your CalBelly and CalThighs sliders in the MakArmor folder and the ones provided by ChronoTrigger77? I've noticed that those are the only ones that you overwrite in your distribution.
stuffed_bunny Posted October 26, 2012 Author Posted October 26, 2012 I have a question: what's the difference between your CalBelly and CalThighs sliders in the MakArmor folder and the ones provided by ChronoTrigger77? I've noticed that those are the only ones that you overwrite in your distribution. None at all (edit: except for possible conversion settings). Thanks, I will remove them from my distro. Currently halfway through updating slidersets for MakArmor v1.0.2.
Dude500X Posted October 26, 2012 Posted October 26, 2012 Oddball question time. Any CB++ outfits out there for Nocturnals outfit?
XunAmarox Posted October 27, 2012 Posted October 27, 2012 The preview buttons don't seem to work? o_O edit: Can't build either... Are there instructions somewhere? edit: I could get it to work by pasting it over the normal Bodyslide's folders, but not the TBBP.
BrabbelKP Posted October 27, 2012 Posted October 27, 2012 Having the same problem as XunAmarox. Would be cool if someone could tell us what we're doing wrong. Edit: Seems like it's some problem with the TBBP-option, at least for me.
Dude500X Posted October 27, 2012 Posted October 27, 2012 tbbp option needs the tbbp mod activated before attempting to build with it. Not sure what else it could be
XunAmarox Posted October 27, 2012 Posted October 27, 2012 btw, maybe I'm dumb... but how do I turn on the jiggle bones for the butt?
Xanshio Posted October 27, 2012 Posted October 27, 2012 The preview buttons don't seem to work? o_O edit: Can't build either... Are there instructions somewhere? edit: I could get it to work by pasting it over the normal Bodyslide's folders' date=' but not the TBBP. [/quote'] First of all, is great to see you again, XunAmarox!! Welcome back. Second, in order to make the TBBP to work, you need the files from another thread. Here: http://www.loverslab.com/showthread.php?tid=11463 Just past over the normal BodySlide folders again.
Dude500X Posted October 27, 2012 Posted October 27, 2012 btw' date=' maybe I'm dumb... but how do I turn on the jiggle bones for the butt? [/quote'] I could be way out of date on this but I think I heard somewhere the butt physics caused elves to crash but this could be ancient history
BrabbelKP Posted October 27, 2012 Posted October 27, 2012 Thank's Xanshio, somehow I missed that one. Everything works fine now.
stuffed_bunny Posted October 27, 2012 Author Posted October 27, 2012 Second' date=' in order to make the TBBP to work, you need the files from another thread. Here: http://www.loverslab.com/showthread.php?tid=11463 Just past over the normal BodySlide folders again. [/quote'] Technically, you only need the source nif from that Bodyslide package. But TBBP also requires skeleton and animations too, so... When TBBP goes out of beta (or at least the weighting is completed), I will include the nif in CB++ Body. Perhaps there will be butt jiggle animations by then too. Oddball question time. Any CB++ outfits out there for Nocturnals outfit? I went ahead and ported Caliente's old bbe2 Nccturnal. Will be in next update, along with Mak armor update. Pretty much just waiting for ChronoTrigger to release 1.0.3 bugfix update with fixed Iron_Heavy, Leather, and included Penitus. Maybe.
CyricWinters Posted October 27, 2012 Posted October 27, 2012 I went ahead and ported Caliente's old bbe2 Nccturnal. Will be in next update' date=' along with Mak armor update. Pretty much just waiting for ChronoTrigger to release 1.0.3 bugfix update with fixed Iron_Heavy, Leather, and included Penitus. Maybe. [/quote'] Sounds good, I will be looking forward to it. Will your next update also include the tweaked Body Zap slider for Caliente's Barkeeper and Chef outfits? As Reducer mentioned earlier those two garments have issues with the Cleavage slider in particular when pushed over 70ish resulting in the zapped portion of the breasts showing above the clothing. Your Keo's Zap slider with a little tweak to the legs (as you mentioned) should work well. I tested it myself and it looked great aside from the clipping from the full legs being present under the clothing in certain animations. Thanks for your continued work on this project.
XunAmarox Posted October 27, 2012 Posted October 27, 2012 btw' date=' maybe I'm dumb... but how do I turn on the jiggle bones for the butt? [/quote'] I could be way out of date on this but I think I heard somewhere the butt physics caused elves to crash but this could be ancient history Yeah, I read about that. I downloaded the v2.0 version of CHSBHC that was before that, and used that skeleton, but... CHSBHC never came with a Bodyslide that I'm aware of, and the BBP options in BodySlide don't seem to have the butt jiggle bone enabled. I'm guessing maybe it was removed when the main package removed the butt jiggle. But I mean, I don't play Elves... so hell, I don't care lol. Perhaps there will be butt jiggle animations by then too. Yeah I remember when I made my Djinn race jiggle on Oblivion it was pretty easy. All you had to do was just throw it up in Blender' date=' re-parent it to the new skeleton and then just very lightly weight paint some of that area to the jiggle bones. I'd probably have done it myself by now if I understood this _0 _1 crap. Something about if the weighting is different for the bodies or something* then the morphs wouldn't work or it'd cause CTD or something, I dunno... it's been like a year since I messed with any of that... xD * = maybe extra verts in one or something, I dunno. Been awhile. The preview buttons don't seem to work? o_O edit: Can't build either... Are there instructions somewhere? edit: I could get it to work by pasting it over the normal Bodyslide's folders' date=' but not the TBBP. [/quote'] First of all, is great to see you again, XunAmarox!! Welcome back. Second, in order to make the TBBP to work, you need the files from another thread. Here: http://www.loverslab.com/showthread.php?tid=11463 Just past over the normal BodySlide folders again. Ah, thanks. Er... double thanks?
stuffed_bunny Posted October 27, 2012 Author Posted October 27, 2012 Your Keo's Zap slider with a little tweak to the legs (as you mentioned) should work well. I tested it myself and it looked great aside from the clipping from the full legs being present under the clothing in certain animations. Oh' date=' forgot about that. Sure, I can modify it. I'd probably have done it myself by now if I understood this _0 _1 crap. Something about if the weighting is different for the bodies or something* then the morphs wouldn't work or it'd cause CTD or something, I dunno... Yeah, Bethesda implemented just one body slider (the weight slider), and they did it in a way that makes little sense. This double nif idea has caused problems for some modders. By using Bodyslide you would only need to work with one nif, and just slide the other one. But making conversion slidersets takes time too.
Xanshio Posted October 27, 2012 Posted October 27, 2012 Hey, stuffed_bunny!! Great news (well, at least for me): I solved the issue I had with the vertices. It was a "weld vertices" property, that was set to 0,0100 by the 3ds Max plugin. So every time I export a file to NIF, the plugin tries to weld some vertices, which results on different bodies with different number of vertices. By changing the value to 0,0000, it was fixed. Yeah, I'm dumb. OK, now back to making my body mod!!
FastestDogInTheDistrict Posted October 28, 2012 Posted October 28, 2012 I am having trouble with the ChronoTrigger set and CB++. I can get the set working using smaller slider sets (currently using a slight "MAKBody" enhancement generated with the basic "CalienteBody" set - it looks great), but the armour does not seem to like being monkeyed with using the full range of CB++ sliders - it's as though it doesn't "recognise" (?) that many sliders have been moved, and does not morph accordingly. The procedure I have followed is (roughly): - Open "BodySlide++" - Select "Group Filter" (I've mostly left this as "all sets") - Select "SliderSet" (I've kept trying CB++, but I've had to dial that back, as above) - *use sliders, preview, tweak, save in the right place, etc.* - "BatchBuild groups..." (I've generally been selecting one group at a time, building, and then going to the next, working my way down the whole list - doing too many at once seems to make the program angry. The exception here is "CB++ Bodies" - all that seems to do is think, make a warning noise, and notify me of a failure to build... not sure what that signifies...) ***Incidentally - I have found that "BodySlide++" seems to handle Batch-Building a lot better than the original "BodySlide"! - Test in-game. (*I had posted about the problem earlier in the other thread, when I seemed to be having trouble with BodySlide in general - I have since worked out the above)
Dude500X Posted October 28, 2012 Posted October 28, 2012 Second' date=' in order to make the TBBP to work, you need the files from another thread. Here: http://www.loverslab.com/showthread.php?tid=11463 Just past over the normal BodySlide folders again. [/quote'] Technically, you only need the source nif from that Bodyslide package. But TBBP also requires skeleton and animations too, so... When TBBP goes out of beta (or at least the weighting is completed), I will include the nif in CB++ Body. Perhaps there will be butt jiggle animations by then too. Oddball question time. Any CB++ outfits out there for Nocturnals outfit? I went ahead and ported Caliente's old bbe2 Nccturnal. Will be in next update' date=' along with Mak armor update. Pretty much just waiting for ChronoTrigger to release 1.0.3 bugfix update with fixed Iron_Heavy, Leather, and included Penitus. Maybe. [/quote'] omg i love the mak shrouded with cb++ so damn sexy
Reducer Posted October 28, 2012 Posted October 28, 2012 @FastestDogInTheDistrict My suggestion is that you start by editing the current SliderGroups XML files (keep original ones by changing extension to i.e. BKP). Also rename extension of those groups that are superseded by CB++ capabilities, like original Caliente groups from BS distribution or Caliente model packages. BS++ will not "see" them, so they will not interfere. The idea is avoiding all groups whose models use SliderSets you are not interested in. In the "working" groups I only have the models that I've installed support for (so i.e. I only have "CB++" in the bodies group and removed all BPP, TBPP, etc). Then be sure you have no duplicated models in different groups. I.e I only keep KK clothes not covered by Caliente Clothes, and KK armors not covered by ChronoTrigger77 neither CB++ Mak. My current hierarchy is: KK < Caliente < ChronoTrigger77 < CB++ Mak so any particular model (i.e. daedric) appears only in 1 group of the above and removed from the rest. Finally I create additional groups right after existing ones in XML files, and again I distribute the models among them (each model in one group only). This allows me to batch build using different presets aimed at different groups. Nothing gets overwritten that way, and nothing is missing (no error messages). This is probably too much micro-management for the average user. But it leads to a great setup, error free and organized.
cold steel Posted October 28, 2012 Posted October 28, 2012 Guys, I've recently started using bodislide to change armor in the game with the CB++ version of the body. But breast and butt physics is not working after armor creation. Someone can send me a link to the guide or please write to me tutorial how to include BBP physics to the armor or it is not possible? P.S. Big thanks to bunny for bodyslide and sorry for my bad english.
stuffed_bunny Posted October 28, 2012 Author Posted October 28, 2012 Outfits update is up, containing support for Mak Armor v1.1. Unfortunately I forgot about nipple support, so if you zap away the bra on the outfits that have one, there will be barbie doll underneath. Hopefully not too visible, but if it is you can temporarily rename/move the NipBGone.bsd file in ShapeData/CalienteBody while building the Mak armors. I may be able to add support for all CB++ nipple sliders some time next week. But breast and butt physics is not working after armor creation. Someone can send me a link to the guide or please write to me tutorial how to include BBP physics to the armor or it is not possible? There are no BBP outfits for Bodyslide yet' date=' except Catsuit. Perhaps in the future I will try porting some. Chances are there would be lots of clipping with bouncing breasts, but not necessarily. This allows me to batch build using different presets aimed at different groups. Nothing gets overwritten that way, and nothing is missing (no error messages). This is probably too much micro-management for the average user. But it leads to a great setup, error free and organized. When updated for the latest Outfits, perhaps you can post your group file? The exception here is "CB++ Bodies" - all that seems to do is think' date=' make a warning noise, and notify me of a failure to build... not sure what that signifies...) ***Incidentally - I have found that "BodySlide++" seems to handle Batch-Building a lot better than the original "BodySlide"! [/quote'] That's odd. I never made any changes AFAIK to the building process or the way Bodyslide reads in slidersets, groups or presets. Possibly some side-effect of the UI changes... As for the CB++ Bodies, makes no sense to batchbuild, but the error is most likely because of missing TBBP nif.
squid889 Posted October 28, 2012 Posted October 28, 2012 stuffed_bunny, you might check the names of your bsd files for the Nocturnal robes. You've called the butt and small butt bsd files "Nocturnal_Butt1" and "Nocturnal_ButtSm" and the breast and small breast bsd files "Nocturnal_Breasts1" and "Nocturnal_BreastsSm" but the slider xml file is looking for "Nocturnal_Butt" and "Nocturnal_ButtSmall" for the butt portion and "Nocturnal_Breasts" and "Nocturnal_BreastsSmall" for the breasts. Edit: I should probably mention that this looks really good despite the criticisms I just made. I renamed my bsd files and now the result looks great. I've been looking for a Bodyslide version of the Nocturnal robes for a while now. Thank you for making this, and also the rest of your Bodyslide work!
hellonow Posted October 28, 2012 Posted October 28, 2012 Thanks bunny as always for the simply awesome update! However i've noticed a few things. Might be just my set-up but when I choose Mak-Vanilla Replacer and run through the process, everything seems to work fine - but the armors are not changed in game. Looking in the armor's individual folders shows that they are being changed, but the file names all have 000 in front of them so they are not being recognised in game. Also the zap sliders don't seem to be working on the changed 000 armors - but this could be linked to the above. As I say, this might be just my setup so sorry for bothering you if that's the case! Thanks again.
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