Vitriks Posted March 23, 2016 Posted March 23, 2016 Simple example. I want to fix clipping of my in-game outfit with abWeightLifter. Steps I'm doing 1. Open Outfit studio 2. Export (shape->export->to fbx) cbbe body and outfit mesh to .fbx 3. Open Maya 4. Import cbbe body and mesh .fbx files 5. Hit bone fix 6. Left click + Shift on skeleton, select every bone, then select outfit mesh -> Add influence 7. Do the same with the body 8. Select body then select outfit mesh, with both selected press skin copy. 8.5 Run RUI to every mesh 9. Open abWeightLifter, select cbbe body as source object, select otfit mesh as destination object, press Auto connect influences, press copy weights. 10. Select skeleton, cbbe body, outfit mesh -> Export selected to fbx 11. Open Outfit studio and load default CBBE reference 12. Import (Shape -> Import -> from fbx) new fbx file created in Maya 13. It's position perfect so I export it to nif (File->Export->Export Nif) 14. Get this error. Export Warning. Bone information incomplete. 15. In game it looks terrible. All my settings
ousnius Posted March 24, 2016 Posted March 24, 2016 I'm assuming with "Hit bone fix" you're referring to the script by Nightasy that I put into the v3.3 files of Outfit Studio? If not, make sure to apply that one. Try loading the "CBBE Body" reference into Outfit Studio before adding the FBX to the project. You can remove it again at any point.
Vitriks Posted March 24, 2016 Author Posted March 24, 2016 I'm using with "Hit bone fix" you're referring to the script by Nightasy that I put into the v3.3 files of Outfit Studio? If not, make sure to apply that one. Try loading the "CBBE Body" reference into Outfit Studio before adding the FBX to the project. You can remove it again at any point. 1. I'm using it. 2. I always loading CBBE Body reference first.
ousnius Posted March 24, 2016 Posted March 24, 2016 I'm using with "Hit bone fix" you're referring to the script by Nightasy that I put into the v3.3 files of Outfit Studio? If not, make sure to apply that one. Try loading the "CBBE Body" reference into Outfit Studio before adding the FBX to the project. You can remove it again at any point. 1. I'm using it. 2. I always loading CBBE Body reference first. Hm that's weird. I haven't personally used the FBX import/export much, as I don't have Max/Maya. You should probably ask Nightasy in a PM, he should have used it quite a bit successfully.
Vitriks Posted March 24, 2016 Author Posted March 24, 2016 I'm using with "Hit bone fix" you're referring to the script by Nightasy that I put into the v3.3 files of Outfit Studio? If not, make sure to apply that one. Try loading the "CBBE Body" reference into Outfit Studio before adding the FBX to the project. You can remove it again at any point. 1. I'm using it. 2. I always loading CBBE Body reference first. Hm that's weird. I haven't personally used the FBX import/export much, as I don't have Max/Maya. You should probably ask Nightasy in a PM, he should have used it quite a bit successfully. OS tells that meesh from fbx file don't have enough weight information. Funny thing 3ds Max don't have a problem with it opening that fbx (but meses it while exporting to nif). Someone need to make more explained guide how to copy weight in Maya. Here is my settings.
Nightasy Posted March 24, 2016 Posted March 24, 2016 That's not exactly the process that I personally use now days but you are missing one step regardless. After step 9 select your outfit then select the Rigging Dropdown.Then go to Skin > Edit Influences > Remove Unused Influences. That should fix your Bone Information Incomplete issue unless you've done something else incorrectly.Also, you don't need to run abWeightLifter unless your doing an exact copy of a skin from one model to an identical model. Selecting CBBE as source and then selecting the outfit as the destination will do nothing. Because the outfit and the CBBE model do not have vertices in identical locations. abWeightLifter is useful for copying weights from one model to another model after you've split texture borders. Otherwise it has no purpose in your workflow given what you are doing. Effectively, running abWeightLifter with what you are doing is doing nothing. CopySkinWeights is the equivalent of running a skinwrap in Max. You don't need to run abWeightLifter.
Vitriks Posted March 25, 2016 Author Posted March 25, 2016 That's not exactly the process that I personally use now days but you are missing one step regardless. After step 9 select your outfit then select the Rigging Dropdown. Then go to Skin > Edit Influences > Remove Unused Influences. That should fix your Bone Information Incomplete issue unless you've done something else incorrectly. Also, you don't need to run abWeightLifter unless your doing an exact copy of a skin from one model to an identical model. Selecting CBBE as source and then selecting the outfit as the destination will do nothing. Because the outfit and the CBBE model do not have vertices in identical locations. abWeightLifter is useful for copying weights from one model to another model after you've split texture borders. Otherwise it has no purpose in your workflow given what you are doing. Effectively, running abWeightLifter with what you are doing is doing nothing. CopySkinWeights is the equivalent of running a skinwrap in Max. You don't need to run abWeightLifter. Thanks for your reply, but running RUI does not help. If abweightlifter has nothing to do with it, then there must be other things you need to do, witch are not covered in tutorial. Or doing "bind skin" "add influence" "skin copy" with other settings. Like I said, I load working game outfit and doing only what I wrote at 1 post. Here are all of my settings
Nightasy Posted March 25, 2016 Posted March 25, 2016 There's your problem. In your Bindskin Options uncheck Remove Unused Influences. You don't want the unused influences removed prior to running the Copy Skin Weights. Also, not that it's relevant right now but in your Add Influences options you should check the "Weight Locking" box. I need to update those tutorials. But be sure to run that RUI on your model just before you export. Removing Unused Influences should only be done and always be done as a final step prior to export.
Vitriks Posted March 26, 2016 Author Posted March 26, 2016 There's your problem. In your Bindskin Options uncheck Remove Unused Influences. You don't want the unused influences removed prior to running the Copy Skin Weights. Also, not that it's relevant right now but in your Add Influences options you should check the "Weight Locking" box. I need to update those tutorials. But be sure to run that RUI on your model just before you export. Removing Unused Influences should only be done and always be done as a final step prior to export. If uncheck Removed Unused Influences, you won't be able to Add influence. And if you don't add influence, OS will crash instantly. // Warning: file: D:/Games/Autodesk/Maya2016/scripts/others/skinClusterInfluence.mel line 245: Cannot add influence Spine1_Rear_skin. Influence already being used for skinCluster2 If you check "Removed Unused Influences", add influence with Weight Lock, OS will save it nicely, but when you load it in nifscope, you will get "Unknown property: NiNode" error. Right now It working only when you export single mesh, without selecting skeleton and cbbe body. (Removed Unused Influences - checked, Weight Lock - checked )
Nightasy Posted March 26, 2016 Posted March 26, 2016 Of course you can't add an influence if the influence is already a member of the skin cluster. Step 6 and 7 would no longer be necessary, you'd skip those steps. Unchecking the Remove Unused Influences box in your Bind Skin options will cause all the influences to stay in the skin so all the bones will be in the skin. You don't have to add them as influences because they're already influences. You'd just remove unused influences just before you export. You are also supposed to only export one model at a time as an fbx. You're using an old workflow anyhow. When I find the time I'll update those videos.
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