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3ds Max, Custom mesh Overlapping Vertices on CBBE body


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Posted

This is a somewhat ambiguous request, but I am trying to narrow it down here.

 
I've been trying to create a new sliderset for FALLOUT 4 cbbe, based on a modified ADEC body from skyrim.
 
The mesh is ready, but in order to turn it into a slider for outfit studio, the amount of vertices has to be exactly(?) the same.
 
 
 
This is where the problems have arisen.
 
 
I have two bodies currently, my default bodyslide setup and my custom made mesh.
 
The custom made mesh does not have the exact same amount of vertices as the CBBE body.
 
The CBBE body and custom mesh *do* overlap eachother slightly, which is where my idea comes in.

 

 

(Tl;DR:)
 
I want to try to replace the vertices in the CBBE body that the CUSTOM body overlaps with the CUSTOM BODY vertices, and display that change on the CBBE body.

 

If that doesn't make much sense I can elaborate further if need be.. Does anyone have an idea of how I could be going about this? 

 

Thank you.

Posted

A vertex transplant? yeah, no you can't do that.

Well you can but its stupid... you might as well just add a vertex or cut a new one.

 

There are 2 things you need to make a morph 1. is vertex count and 2. is vertex order.

Even if you have the right amount of verts it meaningless if they are in a different order.

 

Plus you don't want to modify the base CBBE or you will break compatibility with the other morphs.

 

 

What you will have to do is start again and not fuck up the vertex count/order, its really all you can do.

Posted

A vertex transplant? yeah, no you can't do that.

Well you can but its stupid... you might as well just add a vertex or cut a new one.

 

There are 2 things you need to make a morph 1. is vertex count and 2. is vertex order.

Even if you have the right amount of verts it meaningless if they are in a different order.

 

Plus you don't want to modify the base CBBE or you will break compatibility with the other morphs.

 

 

What you will have to do is start again and not fuck up the vertex count/order, its really all you can do.

 

At this stage I'm still considering all options, but I've been working on this for a few weeks now and it's beginning to become tiresome. I figured that it might be easier to do, but I wouldn't be the best judge of the situation right now.

 

My knowledge is fairly limited, so I am considering whether to keep it exclusively within Outfit Studio or not.

 

That's just in bodyslide though right? My plan was to make the slider an exclusive, so that when the slider was at 100% then everything else needn't be on. It does destroy the opportunity for customisation somewhat, but I have no desire for using the sliders for much these days and am actually quite happy using outfit studio.

 

Provided I make this public, people may also use it for themselves if they so desire, they may modify and rehash it to their hearts content. Just need to get it to that stage first x)

 

 

Start again from scratch? In all honesty this wasn't really a planned arrangement, so at the time I used a piece of the outfit (which was ADEC) which was conformed to the slider. The outcome looked fantastic, so I've been trying to make that work ever since.

 

 

 

In hindsight I could use the skyrim ADEC body and convert that over using the skyrim to fallout 4 cbbe reference, and then just go from there? Would that help eliminate some of these issues?

Posted

Shrink Wrap the CBBE body onto your custom body.

This will tweak the shape of the cbbe body to match the shape of your custom body while retaining the vertex count/shape/order.

Once that is done export the modified CBBE shape (either as an fbx or a obj) and then open up bodyslide then outfit studio.

In outfit studio load the cbbe body reference, then load a cbbe body as an outfit.

Create a new slider (under sliders at the top of bodyslide) and name it.

Now with the reference body highlighted set the new slider to edit (new slider should become a pinkish purple).

Under sliders at the top go down to import slider data and in the sub menu under that choose the type you export from max with (fbx or obj).

The reference body should change to your custom shape.

Now under sliders do a "Conform to All" this will conform the outfit body to the sliders and then do a save project as (remove the check for the reference shape) and what not.

 

If all works well you will end up with all of the cbbe sliders + your custom slider in your custom cbbe setup. At that point you want to package up the sliderset, and shapedata folders for your project and put them in a zip file.

 

Note: for Shrinkwraping meshes I usually use Maya as it seems to be easier (work flow wise) then max....

Posted

Shrink Wrap the CBBE body onto your custom body.

This will tweak the shape of the cbbe body to match the shape of your custom body while retaining the vertex count/shape/order.

Once that is done export the modified CBBE shape (either as an fbx or a obj) and then open up bodyslide then outfit studio.

In outfit studio load the cbbe body reference, then load a cbbe body as an outfit.

Create a new slider (under sliders at the top of bodyslide) and name it.

Now with the reference body highlighted set the new slider to edit (new slider should become a pinkish purple).

Under sliders at the top go down to import slider data and in the sub menu under that choose the type you export from max with (fbx or obj).

The reference body should change to your custom shape.

Now under sliders do a "Conform to All" this will conform the outfit body to the sliders and then do a save project as (remove the check for the reference shape) and what not.

 

If all works well you will end up with all of the cbbe sliders + your custom slider in your custom cbbe setup. At that point you want to package up the sliderset, and shapedata folders for your project and put them in a zip file.

 

Note: for Shrinkwraping meshes I usually use Maya as it seems to be easier (work flow wise) then max....

 

You mythical legend! Thank you so much!

 

Quick question though; semi familiar with the concept of Shrink Wrapping, but I don't quite know how to do it in 3ds max (am currently getting the student version of maya 2016), or maya.

 

The internet is fairly scarce on any intricate detail. What is the detail of this particular process in 3ds/maya (whichever is easier to explain)? Thanks again :)

Posted

In Maya it goes a little something like this.

Export shape from OS in fbx format.

Import FBX into maya, use Nightasy's Bone fix to fix the mesh, then export as a new fbx with the "_fixed" added to the end of the mesh name.

Note: do this for both shapes if both are coming from Outfit Studio.

With both shapes fixed import both into maya.

Highlight the one you want to morph (in green) then hold the ctrl key and highlight the one you want as the reference shape (in white).

At the Top click on Deform then Shrinkwrap.

The first shape should take on the second shape (the second one is being used as a go to point and is not adjusted).

Now you can either make a duplicate of the green one (the morphed) or you can go thru the process of saving edits then highlight it and export selected (name it cbbe_morph or something)....

Note: I usually just make a dupe and export the dupe cause it is actually faster in mouse clicks and time.

 

Now back in Outfit Studio you can import that new fbx file as slider data on the base cbbe shape and it will morph to that shape in OS.

 

When you first import into Maya from OS your mesh may look like this....

post-321913-0-88250500-1468617154_thumb.jpg

 

After using Nightasy's "Bone Fix" tool it may look more like this....

post-321913-0-70208700-1468617176_thumb.jpg

 

Other steps in a picture format...

post-321913-0-31329800-1468617230_thumb.jpg

 

Close to final product before export (need to either save edits or make a dup at this stage then export)...

post-321913-0-71497500-1468617258_thumb.jpg

 

Nightasy's Video Tutorials on Maya and Fallout 4 (will help you get maya setup and what not).

 

Posted

I had found a video on youtube that acted as a tutorial, but it didn't seem half as relevant, or go into nearly as much detail as this ^!!

 

My friend, you are a legend! I'm gonna do this right now!! I literally can't thank you enough!! Keep doing what you do!  :heart:

Posted

I'm having a little bit of trouble with the shrink wrap.. What settings should I use? Everytime I try to use Shrink Wrap it basically deforms the mesh and it comes out looking a little bit similar, but for the most part the vertices are all distorted and weird. Is this an issue with weights?

 

EDIT: Checked weights, weighted them both properly - as predicted the meshes came out distorted as they appeared in your images. Bonefix rectified that, moved onto the next process..

 

The outcome of the Shrink Wrap seems to remain the same though. 

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