robinhood11 Posted June 20, 2016 Posted June 20, 2016 Hi, so my current workflow to import custom armor/clothes into Fallout 4 is:1. Creating Mesh in 3ds Max 2. Exporting as OBJ 3. Importing OBJ in OS 4. Copy Weights/Create Skin Data 5. Export Nif through OS for "skintight" clothes, such as trousers or underwear this works super easy. But with skirts my approach doesn't really work that well. When I do those steps for a dress/skirt, the skirt behaves really weird ingame and doesn't really look good. I guess I need to use the Vanilla Bathrobe as a reference, but I'm not quite sure how to copy all the havoc stuff that is necessary to make it work. Thanks in advance and I hope one of you can help me with this .
Kargrin Posted June 20, 2016 Posted June 20, 2016 Most physics are hard to get right now, i would suggest to check: http://www.nexusmods.com/fallout4/mods/7210/?
robinhood11 Posted June 25, 2016 Author Posted June 25, 2016 Thank you for the response!I guess that havoc stuff is pretty complicated... Are all skirts/dresses made with the havoc physics or are they just rigged in a clever way?
Acornus Posted June 25, 2016 Posted June 25, 2016 Not really, they are given bones akin to nodes and on how you want them to essentially bend/collide (the game isn't using anything fancy like HDT-SM or MassFX, nor is there cleaver rigging, just the Havok Bone/Node system). You can import the Bathrobe and LongJacket models and take a look at them on how they made the bones, but I don't think anyone has figured out how to export them in return.
rahrahrah Posted June 25, 2016 Posted June 25, 2016 Got a custom skirt working after an hour or so of grief the other day. Workflow was similar - (ish) to yours though I use a custom body where for better or worse I got rid of that f*cking annoying skin transform. Anyway, since it was a short skater style skirt I used the slinky dress weights (and exported the cloth data with it from OS) - ingame it went nuts but then I figured it was due to the clothdata looking for a mesh that was -121 or thereabouts on the z axis. in the end I exported the clothdata from slinky dress as a .hkx and then imported it into OS after moving the skirt mesh down to match vanilla position. works fine, though it looks a little ragged.
Vitriks Posted March 4, 2017 Posted March 4, 2017 I figure it out. Big thanks to Crimsomrider. There is small sorcery. You need to save your physics settings twice. 1. Load you outfit 2. Load vanilla outfit with skirt bones and set it as reference 3. Select skirt bones -> Right click on your outfit - > copy selected weight 4. Save outfit and close Outfit studio 5. Open you project again and delete all the unwanted stuff 6. Save you projects again but this time physic settings must link to your project.
robinhood11 Posted March 8, 2017 Author Posted March 8, 2017 The problem with this method (at least for me) that it only works with skirts that are very similar to the vanilla skirts/dresses. I tried it with a "skater style" skirt/dress like the following: but the results were far from satisfying
Vitriks Posted March 8, 2017 Posted March 8, 2017 The problem with this method (at least for me) that it only works with skirts that are very similar to the vanilla skirts/dresses. I tried it with a "skater style" skirt/dress like the following: but the results were far from satisfying I was happy that it works just like that. I can't imagine a person who would paint skirt physics just for fun. It's a pain. Or there should be more reference outfits. Off-topic. In iClone (animation program) you need to specify only cloth roughens with image (similar to alpha layer transparency) and the engine will do the rest
Recommended Posts
Archived
This topic is now archived and is closed to further replies.