Bad Dog Posted December 18, 2017 Author Posted December 18, 2017 I've never been able to do this in a way I'm happy with. In theory, you import the vanilla skeleton, SOS/UNP body, and my paw feet. Parent the meshes to the skeleton and move the bones into the digi position. Everything should be fine. In practice, I don't have a good way to get the skeleton into the right position. I can kinda sorta warp the pose so it looks mostly right, but I can't get the digi skeleton that I made in nifskope to import nicely in blender. Once I have it in, I have to put it back in vanilla pose before parenting the meshes, or else parent the meshes to the vanilla skeleton and use the digi skeleton as a guide to get the bones in the right position. It feels like it should be simple and it's not. Good news tho is that I can now reliably make planti paws that stretch into digi position and behave pretty well. So there's that.
NightroModzz Posted December 18, 2017 Posted December 18, 2017 2 hours ago, Bad Dog said: ..... Are you able to convert the skeleton to a mesh, then export it as an OBJ in Nifscope? Then I can try morphing the plantigrade mesh around that mesh myself in Zbrush. The rest would be trial and error. If not, I guess I can try what Blaze69 suggested and just do it on the plantigrade mesh and somehow the armor would morph with the feet, but may look bad and become a wrinkled abnormaly stretched out mesh.
AIRtZQ Posted December 18, 2017 Posted December 18, 2017 23 hours ago, Blaze69 said: Assuming by "cracks" you mean seams, the UNP preset should match just fine without bugs, so something else is wrong on your end. Try rebuilding the body in Bodyslide and make sure you select UUNP - UNP as the preset, and see if that fixes it. Otherwise, check if you have any other mod replacing body meshes that may be conflicting with Bodyslide. Thanks, the body that I used to use was "UN7B" and after I re-used the "UNP" preset to make a new body, it has returned to normal.
Bad Dog Posted December 18, 2017 Author Posted December 18, 2017 Meshes and skeletons/armatures are two different beasts. I can kinda sorta import a skeleton but it comes in just about unusable--but it does show the position of the various bones.
NightroModzz Posted December 18, 2017 Posted December 18, 2017 32 minutes ago, Bad Dog said: Meshes and skeletons/armatures are two different beasts. I can kinda sorta import a skeleton but it comes in just about unusable--but it does show the position of the various bones. True, but I have accidentally imported bones before into Zbrush and was treated as a mesh. So long as the bone is exported as an OBJ or FBX with a mesh, the same thing should happen.
Blaze69 Posted December 18, 2017 Posted December 18, 2017 On 12/18/2017 at 3:25 PM, Bad Dog said: Meshes and skeletons/armatures are two different beasts. I can kinda sorta import a skeleton but it comes in just about unusable--but it does show the position of the various bones. I think I recall managing to alter the base/default pose of a mesh once. It was a ripped Garrus playermodel from ME2, and was rigged to the Skyrim skeleton while still kept in what I assume was the default ME2 pose for its character models, a real T pose (aka arms at 90º of the body unlike Skyrim's 45º or so). I wanted to delete the head and move the neck piece of the armor so it could be useable as an actual Skyrim armor instead of a full player model replacer, but when loading the nif into Outfit Studio it would appear in the base T-pose and completely ignore the bone weights, so it always broke and couldn't be saved (bones would be exported in the default Skyrim position but the mesh would remain in the T-pose; you can imagine what warped atrocity showed up when trying to load that edited nif ingame). The only way to fix it was to save the bones in the nif in the default Skyrim position so that it wouldn't broke when loading into OS, but I didn't know how to do it. After a lot of wasted time and trial and error, I managed to get it done in 3DS Max by doing something like: Load default Skyrim skeleton with some specific settings I can't remember in the Nif Import options. Load the character model nif with some other specific settings in the Import options (only thing I can remember about those is that the "Import Skeleton" option had to be off so that it would load it into the current skeleton from point 1). ??? (not sure if I had to do something else before exporting). Export the whole nif with yet some more specific settings in the Nif Export options. The mesh was eventually exported in the default Skyrim position and I could finally load it into OS without breaking it, but unfortunately I didn't write down the specifics of the process, and the next time I tried to do the same with another ripped model, I simply couldn't find the right way and gave up on it. Plus I don't have Max anymore. I guess if you got ahold of Max you could give it a try (unlike Blender, Max does have an up-to-date official Nif plugin provided by Bethesda, so it may come in handy for other nif shenanigans), but unless you can somehow get access to a (free) Student license or get it the not-really-legit way, you would have to drop a lot of money on a license. Pretty sure $1k-2k or so, though I could be wrong. EDIT: for reference, here are pics of the original and edited nifs: Spoiler Original: Edited: As you can see, the wrong bone positions from the T-pose were replaced with the right ones from Skyrim's default pose, so in theory it would be possible to do the same I did here but loading the digi skeleton first so that the feet meshes are exported in the digi position.
Bad Dog Posted December 18, 2017 Author Posted December 18, 2017 Lemme say this back. So you imported the skeleton, then imported the character model but did not import the bones from the nif--instead you parented the character to the skeleton you had already loaded. And that warped the model to the position of the skeleton. Right? If so, cool, and I can see it ought to work. I've only been able to import a nif with the bones in the nif file, which make a partial skeleton. Then I unparent from them and reparent to the skeleton I actually want to use. Actually that should work too--the reparenting warps the mesh to the skeleton position. But the only way I've been able to export successfully is to unparent the mesh and then reparent to a skeleton I import from a mesh in a nif file, and of course those all use the default position. This stuff makes my brain hurt.
Blaze69 Posted December 18, 2017 Posted December 18, 2017 13 minutes ago, Bad Dog said: Lemme say this back. So you imported the skeleton, then imported the character model but did not import the bones from the nif--instead you parented the character to the skeleton you had already loaded. And that warped the model to the position of the skeleton. Right? Yeah, AFAIK that's pretty much it. I know it can be done, at least in Max because I did it myself (but I can't remember how to do it). Not sure if it's possible in Blender, though.
boo Posted December 21, 2017 Posted December 21, 2017 Could I suggest a pass on the genital models? Right now they hang a bit too low... This is especially evident on the erect models which have the shaft appropriately positioned, but the scrotum still out of alignment, so it looks very stretched as a result.
NightroModzz Posted December 21, 2017 Posted December 21, 2017 I have to agree, the fur balls don't have the greatest position. And while we're pounding at Bad Dog's nuts; no offence, I have a bone to pick with you about your hand textures which has been on my mind for a very long time. Why is there fur where the joints bend inwards on the fingers? Usually on a body, there is no hair where there are inward joints or less fur for animals. One would imagine an uncomfortable bulge when closing the fingers. The fur placement on the underside of the fingers should be reversed. Long time no see Boo. Thought you've gone ghost. i never see you post. You really should consider using a Mario world ghost as your avatar.
NightroModzz Posted December 21, 2017 Posted December 21, 2017 2 hours ago, boo said: I'm always watching. 0 0
Bad Dog Posted December 21, 2017 Author Posted December 21, 2017 @nitro: Cuz that's how they look in furry art. Also dogs have hair between their toes. @boo: Sorta agree, tho I think the current low hangers are fine slapping around when in action but less good when sheathed. Animals tend to keep their balls tucked up against their bodies and that tight look is kinda cute. Jouncing around when running across Skyrim looks downright uncomfortable. UNRELATED: I'm hassling with furrifying the Kaidan follower mod, just because I want to play with him, and the facegen is driving me crazy. I cannot get his head to facegen right--the body gets its assigned color but it doesn't carry on to the face. (He's got a boethiah tattoo that does show up.) Can people suggest reasons why facegen might not work? I've confirmed the nif and dds files are created. I swapped hair and saw the hair show up in the nif, and changing skin color changes the dds. I've confirmed that the right nif and dds are being selected through MO. I've made YA and Kaiden mod ESMs and facegenned that way, so that my patch is only depending on ESMs. I've tried the setnpcweight trick and that worked (temporarily) in one save but not in another. Anything else people can think to try? 2
Blaze69 Posted December 21, 2017 Posted December 21, 2017 43 minutes ago, Bad Dog said: UNRELATED: I'm hassling with furrifying the Kaidan follower mod, just because I want to play with him, and the facegen is driving me crazy. I cannot get his head to facegen right--the body gets its assigned color but it doesn't carry on to the face. (He's got a boethiah tattoo that does show up.) Can people suggest reasons why facegen might not work? I've confirmed the nif and dds files are created. I swapped hair and saw the hair show up in the nif, and changing skin color changes the dds. I've confirmed that the right nif and dds are being selected through MO. I've made YA and Kaiden mod ESMs and facegenned that way, so that my patch is only depending on ESMs. I've tried the setnpcweight trick and that worked (temporarily) in one save but not in another. Anything else people can think to try? Maybe something to do with the tint data not matching or something like that? Try giving him a custom skin tone by selecting the "custom" option and selecting the color in the palette/RGB fields (even if you just copy the RGB value of one of the race presets) to make sure the game stores the same tint it uses when FaceGen-ing. Otherwise, check if the SkinTone file is the proper path and the CK doesn't complain about it being the wrong size and manually paint the FaceGen texture with the right color in GIMP if it still comes out wrong. Oh, also check the FaceGen nif in NifSkope and see if it has any weird settings/values when compared with any other FG nif that does work fine.
Bad Dog Posted December 21, 2017 Author Posted December 21, 2017 Yup, set the skin tint in CK so it could do head and body. Used a custom color. dds file is in the right path, with the right tone and the boethiah tattoo. It's generated by CK so it's the right size. A quick look at the nif seemed good. I'll check it more closely.
NightroModzz Posted December 21, 2017 Posted December 21, 2017 8 hours ago, Bad Dog said: @nitro: Also dogs have hair between their toes. Well to be fair, I'm just talking about the distal joint crease. Minus this and the pad locations, the rest should be free fur space. I have a dog and a cat which both do have fur there, but less of. Also, animals do usually lack distal joint creases as well. If anything, this would give them more fur on their palms or toes for example than your current texture. Pads on both the finger tips and my model example of palms would be good enough for gripping.
Bad Dog Posted December 22, 2017 Author Posted December 22, 2017 Got it. CK was loading Kaidan and YA in the wrong order, they both edit the redguard race, and facegen doesn't work if the race isn't right. Fixing CK's load order with LOOT's "redate" function fixed it.
Blaze69 Posted December 22, 2017 Posted December 22, 2017 6 hours ago, Bad Dog said: Got it. CK was loading Kaidan and YA in the wrong order, they both edit the redguard race, and facegen doesn't work if the race isn't right. Fixing CK's load order with LOOT's "redate" function fixed it. Searched through the comments, turns out the race edit was there simply to add his custom face texture to the race. Facepalm. Someone tell the author you can give him the head texture manually with TES5 Edit or simply remove the race edit after you've created the NPC and assigned that texture. Worst of all, the author knows, yet it seems like nothing has been done about it judging by the fact that you mention the dirty edit still being there. SMH. I swear, some people...
Bad Dog Posted December 22, 2017 Author Posted December 22, 2017 Hmm yes, and that creates an incompatability between his mod and all the other race mods. So load Kaidan before them and hope the dialog doesn't mess up.
Kuroyami Posted December 22, 2017 Posted December 22, 2017 9 hours ago, Blaze69 said: Worst of all, the author knows, yet it seems like nothing has been done about it judging by the fact that you mention the dirty edit still being there. SMH. I swear, some people... Yeah. I've seen mods like that, even BIG ones, popular ones, sometimes include records for what seems to be NO reason. Like Immersive Creatures, with what seems like random Cell or Worldspace records, which which while it may have needed to include them(object/NPC/creature/etc placements), there are no patches for other relevant mods. I use Realistic Water Two, and such edits conflict with it. Same for the Skyrim Winter Overhaul mod, which RECOMMENDS that water mod, and yet has some conflicts where water won't be the same type(which being added by RWT makes sense that it is not) or won't flow right(which in some cases could be only part of a body of water). Cold? Not at all.
017333 Posted December 25, 2017 Posted December 25, 2017 Was curious; is there any chance of an equine custom race coming to this mod? There is a wonderful variety for canines and felines, (even a rabbit race, surprisingly) but it would be nice to have those as an option as well. To date, I don't think I've seen a single one attempted as a serious mod, and that's sort of confusing. You'd think it would be a more popular idea besides all the cartoony MLP themed mods. I did happen to find an interesting Tsaesci race where they have a snakelike lower body, though not animated. That's usually even more rare... Just a casual question, nothing much meant by it other than satisfying my curiosity.
Blaze69 Posted December 25, 2017 Posted December 25, 2017 6 minutes ago, 017333 said: Was curious; is there any chance of an equine custom race coming to this mod? There is a wonderful variety for canines and felines, (even a rabbit race, surprisingly) but it would be nice to have those as an option as well. To date, I don't think I've seen a single one attempted as a serious mod, and that's sort of confusing. You'd think it would be a more popular idea besides all the cartoony MLP themed mods. I did happen to find an interesting Tsaesci race where they have a snakelike lower body, though not animated. That's usually even more rare... Just a casual question, nothing much meant by it other than satisfying my curiosity. I don't think YA will get any more changes as far as races are concerned, because those have all been chosen already and follow their own in-lore consistency (elves are felines, humans are canines). Changes/updates to the assets of the current races themselves? Sure, like with the foxes and the new textures added in one of the latest updates. But don't think any more species will be added. As for it being a standalone new race, that's a different story. I'd certainly welcome more anthro races anytime, so I would be all for that; but I don't know how feasible a equine race would be. Main problem would be the heads (stuff like tails or body textures are relatively easy to do), because they would have to be built from scratch as morphing the Khajiit heads to look like a horse's would probably end up looking bad. Like, really bad. Needing to create the heads from scratch has an upside and a downside. Upside: since they would be custom-built, they would look as good as possible because there would be no constrains on shape or eye/mouth position or restrictions on the UV. Downside: all of the game's morphs and facial expressions would have to be built from scratch for those new heads; this is a ton of work and isn't easy either. TL;DR: Possible? Yes. Likely? Not really. Still, you would have to wait for Bad Dog's and/or Nightro's thoughts on this, since they would be the ones working on at least the meshes (I for example could take care of most/all of the other stuff but head mesh creation or editing is out of the question for me).
NightroModzz Posted December 25, 2017 Posted December 25, 2017 Well I found nothing but a post on the nexus about the equine race. "As a furry, it really sucks that my race NEVER gets made for these bethesda games. If someone could slap a horse's head, tail and hooves onto a standard race and give it a fuzzy skin, I'd die of happiness, screw the lore! it doesn't even need to have any customisable facial features!thank you in advance to any brave soul who does this for me!" I have to say that I have no interest in making a bipedal race with a horse head. It's just very displeasing to me, so I have to decline. Now something like a minotaur with unique features is something I have an interest in, but more as a monster than a playable race. 1
Newbie2015 Posted December 25, 2017 Posted December 25, 2017 Hi. Im using YA 3.3 and i have few little problems. When i equip visage of mzund it looks like this when i equip nord hero helmet it looks like this (ancient nord helmet works fine) and i cant complete quest briarheart necropsy, where i need to examine briarheart warrior body. I already found few of them but quest not completing. If someone can check this things tell me please, is it my probloems or common bugs? Thanks in advance.
ianpal123 Posted December 25, 2017 Posted December 25, 2017 Noticed something weird, the claws seem to have disappeared for my character only while every NPC is just fine...guess my guy decided to grab some nail clippers xD
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