deljason Posted January 13, 2016 Posted January 13, 2016 I have an outfit that has a separate top and bottom and I have an odd clipping issue. When I DONT have the top equipped, the pants fit and move properly, no clipping anywhere. When I DO have the top equipped, the pants start having clipping issues. (the butt clips through the back of the pants when moving) I noticed in niffscope that the shorts do not include a 'body' as part of the niff, but the top armor does. I suspect this may be causing the top to 'adjust' the body in some way that causes the clipping. What is the best way to make these things work together? My assumption was that I'd need to remove the 'body' from the nif for the top as well, but I dont know how to do that without ending up with invisible body parts.
Guest Posted January 13, 2016 Posted January 13, 2016 Use BodySlide/OutFitStudio. Use the "top" nif as base body. the load the panties as actual clothes. Then tweak them to adapt to the body included in the top part. Now, if your default body is not the same that is used in the top part, then you will have the opposite problem: the panties alone will be weird. To fully sove the problem you may need to change the actual body used in the top part to be the same as you use in the game. And then use OutfitStudio to be sure it will fit properly on the new body.
deljason Posted January 13, 2016 Author Posted January 13, 2016 Use BodySlide/OutFitStudio. Use the "top" nif as base body. the load the panties as actual clothes. Then tweak them to adapt to the body included in the top part. Now, if your default body is not the same that is used in the top part, then you will have the opposite problem: the panties alone will be weird. To fully sove the problem you may need to change the actual body used in the top part to be the same as you use in the game. And then use OutfitStudio to be sure it will fit properly on the new body. I've been using Outfit Studio and using CBBE HDT body. I used that one for the top to get it to 'fit' properly. I load the top nif file, deleted the existing body and loaded the CBB HDT body in, copied weights etc. I did this for the _0 and _1 nifs per the tutorials I found. I also use CBB HDT for default body in game. I just don't know why there is a difference in what the bodies are doing with or without the top equipped. Its as if the weight slider isn't the same for default body vs the body the top uses.
Guest Posted January 13, 2016 Posted January 13, 2016 That is a possibility. Also because from your description I think the "panties" use a custom body slot. So the weights may not be calculated correctly.
deljason Posted January 13, 2016 Author Posted January 13, 2016 That is a possibility. Also because from your description I think the "panties" use a custom body slot. So the weights may not be calculated correctly. It appears to be using slot 45 for the shorts. I think that is some sort of neck slot, I wonder if there is another slot that would work better for pants so the weight is done right.
Guest Posted January 13, 2016 Posted January 13, 2016 Use the slot used by SOS for the penis or by SexLab for the strapons (slot 60, mask = 0x40000000) It is quite safe.
BringtheNoise Posted January 13, 2016 Posted January 13, 2016 The Slot doesn't matter as much as the bone weights on the mesh. Download a copy of KGtools ( http://kgtools.org ) Use the bat file "Mesh rigger" from inside KGtools and Load the CBBE HDT body as the reference, then use the mesh rigger to copy the bone weights onto both the shorts and the top/body nif files. That should give you the best weighting of each nif (nake body as it is the ref, top/body with 1 to 1 copy, and shorts with 1 to 1 copy). Note: Bodyslide does not do a 1 to 1 tranfer when copying weight paints (Cell Knows this Cal knows this... not much can be done about that). If you highlight the body in outfit studio and copy bone weights from the CBBE HDT body (ref) to an identical CBBE Body (outfit) the weights will not match (there will be overspray as the weights occupy a larger area of the target mesh then the reference). Cell did make a way to copy weights from a CBBE ref body to a CBBE outfit body... But it only works for Vertex count and Vertex Order Matching Meshes (IE they have to be identical). You need to highlight every bone in the bone list you want to copy and right click the mesh and choose the option "Transfer Selected Weights". The problem with the "Transfer Selected Weights" function is it only works if the Reference and Target share the same Vertex Count and Order (so it does not work when transferring weight from a body to an something like a shirt or shorts, as they do not share the same vertex count or order). It also does not work if you try to transfer weights from say CBBE to UUNP even though they have the same base shape (they have a different vertex count and order). The best tool for weight painting Skyrim Nif's is Mesh Rigger (which was created by Gerra6 one of LL's members) and KGtools is Gerra6's full package (also included is pose converters from different games to different games like FO3/FNV to Skyrim). Actually I'm hoping Gerra6 will poke his head in sometime soon and update KGtools to support FO4 Nif's and Poses (it would make weight painting and converting easier). Now go Mod something
deljason Posted January 13, 2016 Author Posted January 13, 2016 I managed to fix this armor set by doing the following: I used Nifskope + TES5Edit to adjust the armor slots to a more normalized set using this list of recommended slots. I used Nifskope to delete the 'body' from the chest armor. Now, when I equip all the bits (there are 7 slots used by the various pieces in this set) they all show up in both 1st and 3rd person and move properly with the body with no clipping. Also, the parts of the body that show through various parts of the items are showing up properly as well.
Recommended Posts
Archived
This topic is now archived and is closed to further replies.