Beard of Socrates Posted December 29, 2015 Posted December 29, 2015 Hi all I made a custom head mesh and used the conformulator to generate a TRI and EGM file. All the morphs were sculpted in Blender, and I haven't run into any issues when using the TRI in conjunction with the mesh. When putting the EGM in the same folder however it crashes the game. Now I figured it was because we added some extra morphs (like blinking) that the conformulator didn't create. I extracted the game's vanilla EGM and what do you know it worked, or so I thought. When I went into the Geck, the face is now affected by the facegen in like scene out of a horror film.. The only thing that I thought should be effected was eye positioning instead of the entire mesh. The only reason I want the EGM is to port over hairs via the conformulator. Is there a way I can use the conformulator without an EGM, or is there a way to prevent the EGM from influencing the face gen slide bars? Thanks for your input! =)
Guest Posted December 29, 2015 Posted December 29, 2015 When putting the EGM in the same folder however it crashes the game. I always had the same issue. I thought it was a problem with Conformulator itself not being able to generate the EGM. I'm pretty interested, I hope someone will put some light on this. is there a way to prevent the EGM from influencing the face gen slide bars? Uhm... isn't the main function of an EGM to create the right offset, based by the way you morphed the face with the facegen?
junkacc Posted December 29, 2015 Posted December 29, 2015 I don't think any of the blinking and talking morphs belong in the egm. There are only symmorphs and assymmorphs in there. If you don't want any facegen you can zero them all out.
Beard of Socrates Posted December 30, 2015 Author Posted December 30, 2015 AJ: I actually was under the impression all they did was influence the way headwear would fit a character. I always thought the sliders were associated with the TRI only. Glad to know I ain't the only person who is having trouble with the conformulator's EGMs. =P I tried importing the nif and EGM into Blender, to make edits to the bad key shapes, but the newly generated EGM actually crashes the game as well. On a good note, I actually found a solution after some more trial and error. 1. I took the vanilla EGM and made a separate folder for it with the sculpted TRI. 2. Using the conformulator I took the obj of the hair I wanted to convert and the hair now fits mesh! 3. The result isn't perfect, but much better than the previous fit. I thought you had to have a compatiable EGM, with the head,for the fitted hairs to work, but apparently not I guess. =/
Guest Posted December 30, 2015 Posted December 30, 2015 AJ: I actually was under the impression all they did was influence the way headwear would fit a character. I always thought the sliders were associated with the TRI only. Glad to know I ain't the only person who is having trouble with the conformulator's EGMs. =P I'll tell you what I've read, or at least how I interpreted it. I've read they decide an offset from some zero inside the head. For example, if you use the facegen and make big cheecks, the beard egm should adapt the beard. Same for eyes, your facegen put eyes a lot far away from the middle (for example), and the eyeballs' EGM will move the eye balls mesh too. I can be completely wrong of course, since I've only managed to read few fragments here and there, and never managed to make a complete WORKING head (i.e with eye blinking, working facegen, and a different number of vertices) I'm pretty happy that you managed to make a whole head, because there are not many around. Mainly, many like me don't know how to do it, and the fews that managed they never did some scratch of documentation to spread it. I'd be glad if one day it happens that you'll have some free minute to give me few more infos, so maybe I could write down some lil tutorial.
Beard of Socrates Posted December 30, 2015 Author Posted December 30, 2015 AJ: I actually was under the impression all they did was influence the way headwear would fit a character. I always thought the sliders were associated with the TRI only. Glad to know I ain't the only person who is having trouble with the conformulator's EGMs. =P I'll tell you what I've read, or at least how I interpreted it. I've read they decide an offset from some zero inside the head. For example, if you use the facegen and make big cheecks, the beard egm should adapt the beard. Same for eyes, your facegen put eyes a lot far away from the middle (for example), and the eyeballs' EGM will move the eye balls mesh too. I can be completely wrong of course, since I've only managed to read few fragments here and there, and never managed to make a complete WORKING head (i.e with eye blinking, working facegen, and a different number of vertices) I'm pretty happy that you managed to make a whole head, because there are not many around. Mainly, many like me don't know how to do it, and the fews that managed they never did some scratch of documentation to spread it. I'd be glad if one day it happens that you'll have some free minute to give me few more infos, so maybe I could write down some lil tutorial. I'll be happy to share any info you need, but I ain't that much of an expert. Unlike some of the other custom heads, you won't be able to use the face gen slider to effect anything (other than the eyes). Mostly because this is a non-human head, and the results I've seen so far, with face gen sliders active, have been horrifying at best. I would agree, there is hardly any good tutorial out there for heads. Just snippets of info in random forum posts. The amount of hours wasted just trying to figure out what works and what doesn't was ridiculous. The hardest step is probably knowing how to sculpt in Blender. If you know someone who can help you, or able to handle it yourself, you can make just about any sort of head you wish. =)
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