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What is causing this left hip deformation|UUNP built 7B BS based body?


SmokeKing

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Posted

Screenshots show the issue clearly.
 
I started "sliding" this body sometime early last year around the time I noticed almost anything could be built with Bodyslide, drifted to and from Skyrim several times tweaking here and there.  Curious to see if anyone can spot the problem before resorting to drastic measures.
 
Basic questions: Does everyone have to deal with this to some degree?  Have I simply pushed the sliders too far or hit on some weird combination?
 
Possible cause:
 
- When I became aware of UUNP I cleaned my Data of CBBE and started making this body without installing any UNP specific bodies- I relied only on Bodyslide to create meshes reasoning that everything would be overwritten anyway.
 
 
I'm using Bodyslide 3.4 (will update imminently, though this persisted through several updates), XPMSE 3.9, HDT Bounce and Jiggles UNP 7.7 just T&A&Belly, FNIS 6.3 (I am certain this is not HDT or animation related), mostly True Daughters of Skyrim textures, and some old ENB that just works with Predator Vision.
 
Reading about the basics of body related files here, I suspect this has something to do with .nif files.
 
Screens show the problem and that it is not present on the right hip when centered behind.  Also includes pics of my sliders and Bodyslide preview:
 
 

post-359620-0-05300300-1473312300_thumb.jpgpost-359620-0-33463200-1473312319_thumb.jpgpost-359620-0-50298100-1473312324_thumb.jpgpost-359620-0-84913500-1473312339_thumb.jpgpost-359620-0-77004600-1473312346_thumb.jpgpost-359620-0-71210500-1473312371_thumb.jpgpost-359620-0-94678100-1473312386_thumb.jpgpost-359620-0-93731100-1473312394_thumb.jpgpost-359620-0-78275800-1473312399_thumb.jpgpost-359620-0-51605600-1473312406_thumb.jpgpost-359620-0-91341700-1473312410_thumb.jpgpost-359620-0-16969500-1473312415_thumb.jpg

Posted

Daedric hip and buttspike and

 

 

ptUCs.jpg

 

 

ptUwN.jpg

 

 

buttshelf

 

are features, not mesh deformations; you're clearly mistaken in calling it an "issue".

 

 

They've been present and known about by the authors since the first build, so I wouldn't expect a fix anytime soon, or at all.

Posted

I'm really not sure what your referring to.. :unsure:

 

Buttshelf I can, and do, appreciate.  Google shows this thread as the fourth result for "Deadric hip", and I'm not using "Deadric Corset".  What purpose does a "buttspike" feature fulfill??  And "first build" of what? :huh:

 

Your pics seem to show a different issue than I presented... though you seem to be suggesting the solution is to just have some NPC follow me around with their hand on the "problem area"!  lol

Daedric hip and buttspike and

 

 

ptUCs.jpg

 

 

ptUwN.jpg

 

 

buttshelf

 

are features, not mesh deformations; you're clearly mistaken in calling it an "issue".

 

 

They've been present and known about by the authors since the first build, so I wouldn't expect a fix anytime soon, or at all.

 

Posted

Happens some times when you start combining different body types in Bodyslide. Not sure what causes it myself, but if you looked at that body more carefully you might notice even more deformations in the shape, usually around the waist portion, and maybe the upper part of the arms.

Posted

Happens some times when you start combining different body types in Bodyslide. Not sure what causes it myself, but if you looked at that body more carefully you might notice even more deformations in the shape, usually around the waist portion, and maybe the upper part of the arms.

 

Interesting.

 

I notice this is present in the default UUNP HDT 7B Bombshell available in Body Slide:

post-359620-0-36301300-1473394937_thumb.jpg

 

I looked at the femalebody_0.nif and femalebody_1.nif from the original SeveNBase Bombshell NUDE and cannot see the problem at all... but those have no butt bounce by default.  So it seems this is related to the butt bounce regions.

 

Would appreciate any more tips here.  If I figure out the solution I'll add it!

 

Apologies for posting this in the wrong forum.

Posted

Happens some times when you start combining different body types in Bodyslide. Not sure what causes it myself, but if you looked at that body more carefully you might notice even more deformations in the shape, usually around the waist portion, and maybe the upper part of the arms.

 

It's not sometimes, it's always there, no matter what morphs you pick. The same pose/animation will get the same deformation every time. It's issues with the UUNP base mesh itself.

 

 

 

Original

 

That's because it's not there in the original. The only thing you can really objectively ding the original 7B on is a terrible UV compared to the other UNP variants.

Posted

 

Happens some times when you start combining different body types in Bodyslide. Not sure what causes it myself, but if you looked at that body more carefully you might notice even more deformations in the shape, usually around the waist portion, and maybe the upper part of the arms.

 

It's not sometimes, it's always there, no matter what morphs you pick. The same pose/animation will get the same deformation every time. It's issues with the base mesh itself.

 

 

 

Original

 

That's because it's not there in the original. The only thing you can really objectively ding the original 7B on is a terrible UV compared to the other UNP variants.

 

Is this an issue with the HDT UUNP Bodyslide reference meshes?  Or is it a flaw in the original non HDT that carried over to the HTD conversion?  To fix this would one have to redo the original meshes, or just do a better job applying the HDT Havoc areas?  (a bit over my head on the specifics here..)  Where exactly does the flaw originate?

 

I would attempt to learn how to fix this if I knew precisely what the problem is.  Though given that the flaw persists to this day it would seem its either complicated and/or very laborious... and/or maybe no-one who knows how to fix it cares about 7B.  Pity as I've not seen anything that compares to 7B legs.

Posted

As stated, these are all issues with UUNP.

 

They are not present in the original bodies, because the originals are an entirely different mesh.

 

Unless you're awesome at vert wizardry and own a nif compatible version of 3dsmax/blender/maya, there is no fix.

Posted

As stated, these are all issues with UUNP.

 

They are not present in the original bodies, because the originals are an entirely different mesh.

 

Unless you're awesome at vert wizardry and own a nif compatible version of 3dsmax/blender/maya, there is no fix.

 

Thanks for your patience and for throwing out some usable key words. :)

 

The solution does seem intimidating, though I will look further into it.

 

Edit:  I would ask you to clarify why you initially stated that this was a "feature" of UUNP.  Have the authors stated that this is actually intentional?  Or was this just some exasperation on your part?

Posted

It is sarcasm.

 

Actually I'd like to say it's sarcasm, but I'm pretty sure cell actually thinks these are features.

 

I'm not exasperated at all (because I don't use the UUNP body because of these very reasons).

Posted

It is sarcasm.

 

Actually I'd like to say it's sarcasm, but I'm pretty sure cell actually thinks these are features.

 

I'm not exasperated at all (because I don't use the UUNP body because of these very reasons).

 

Haha, how funny!

 

Changing the weights has the possibility of UUNP outfits suddenly clipping, and this plus the spike between the butt cheeks are things I've tried to to fix about 10 times, but never fully succeeded without messing with the surrounding weights too much, due to the 4 weights per vertex limit.

 

Because messing with them too much could make armor pieces that don't include the body (such as panties) suddenly clip.

Posted

 

It is sarcasm.

 

Actually I'd like to say it's sarcasm, but I'm pretty sure cell actually thinks these are features.

 

I'm not exasperated at all (because I don't use the UUNP body because of these very reasons).

 

Haha, how funny!

 

Changing the weights has the possibility of UUNP outfits suddenly clipping, and this plus the spike between the butt cheeks are things I've tried to to fix about 10 times, but never fully succeeded without messing with the surrounding weights too much, due to the 4 weights per vertex limit.

 

Because messing with them too much could make armor pieces that don't include the body (such as panties) suddenly clip.

 

 

If you (or others) do decide to again attempt a fix would it make any sense to have 2 presets for the effected body types: 1 for body conforming outfits and another for body "draping" outfits?  It sounds like one set of meshes may not be able to accommodate both types and solve these issues.  Divide and conquer?

 

I understand this may not be feasible as UUNP is already blessed with many presets.  Interesting to hear where the complications arise.

 

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