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CBBE / BodySlide and Outfit Studio


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Posted

I feel like I have exhausted the available posts and documentation and tutorial videos... Am I trying to do the impossible? I don't think so. If anyone here could help me I'd be most appreciative.

 

I'm trying to make a custom player character in SSE working off the UUNP body. One of the things I'm doing is to deform the feet for high heels, and as a result, everything obviously has to move up a little. Question 1: how do I deal with the skeleton? My meshes are positioned right but the skeleton is making things look all wonky. Probably because it's not aligned with the mesh position.

 

The other thing I'm doing is deforming the face. But doing this inside OS is hard, and I'd like to use blender to make my deformations. To that end, I did the following: export base nif as obj, edited obj in blender, opened base obj again in OS and imported slider data from obj using the edited obj, exported the slider as osp, reopened base nif and imported osp and applied.... And had coordinate issues. It looks like OS has the y axis as z axis or something weird. Question 2: what's the correct workflow to create a new body morph? All I see in tutorials is about outfits and I'm so confused.

 

Thanks for any help.

Posted

I feel like I have exhausted the available posts and documentation and tutorial videos... Am I trying to do the impossible? I don't think so. If anyone here could help me I'd be most appreciative.

 

I'm trying to make a custom player character in SSE working off the UUNP body. One of the things I'm doing is to deform the feet for high heels, and as a result, everything obviously has to move up a little. Question 1: how do I deal with the skeleton? My meshes are positioned right but the skeleton is making things look all wonky. Probably because it's not aligned with the mesh position.

 

The other thing I'm doing is deforming the face. But doing this inside OS is hard, and I'd like to use blender to make my deformations. To that end, I did the following: export base nif as obj, edited obj in blender, opened base obj again in OS and imported slider data from obj using the edited obj, exported the slider as osp, reopened base nif and imported osp and applied.... And had coordinate issues. It looks like OS has the y axis as z axis or something weird. Question 2: what's the correct workflow to create a new body morph? All I see in tutorials is about outfits and I'm so confused.

 

Thanks for any help.

 

Load the project instead of importing the base OBJ back to OS.

You also have to use specific import/export options for the morph in Blender so that the mesh doesn't rotate, scale, or change its vertex count/order ("Keep Vertex Order").

Posted

No matter what I try, I can't seem to get the NIF to cooperate with my morph.

 

If I load the OBJ, then I can apply the morph slider and get the correct result, but as soon as I load the NIF, the vertices are going all over the place.

 

What I do now is:

 

1. load femaleHead.NIF (extracted directly from bsa) and save as project

2. export as OBJ

3. load OBJ into blender (keep vertex order)

4. make changes

5. export OBJ from blender (keep vertex order)

 

and now it's interesting:

 

6. Open project from 1. above

7. create new slider, edit, import slider data from OBJ <-- this gets BAD result

 

alternatively, I do this:

 

6. open blank project, import the OBJ from step 2

7. create new slider, edit, import slider data from OBJ <-- this gets GOOD result, but it's OBJ, and not the NIF I want to morph.

 

I really wish I knew what I'm doing wrong.

Posted

No matter what I try, I can't seem to get the NIF to cooperate with my morph.

 

If I load the OBJ, then I can apply the morph slider and get the correct result, but as soon as I load the NIF, the vertices are going all over the place.

 

What I do now is:

 

1. load femaleHead.NIF (extracted directly from bsa) and save as project

2. export as OBJ

3. load OBJ into blender (keep vertex order)

4. make changes

5. export OBJ from blender (keep vertex order)

 

and now it's interesting:

 

6. Open project from 1. above

7. create new slider, edit, import slider data from OBJ <-- this gets BAD result

 

alternatively, I do this:

 

6. open blank project, import the OBJ from step 2

7. create new slider, edit, import slider data from OBJ <-- this gets GOOD result, but it's OBJ, and not the NIF I want to morph.

 

I really wish I knew what I'm doing wrong.

 

Get the NifTools for blender.

Posted

Thank you for responding. "Load the project", why would that matter? I just want to understand exactly what goes on...

 

And how do I deal with the skeleton? I don't know how I align that to the mesh.

 

I am going by the instructions here: https://github.com/ousnius/BodySlide-and-Outfit-Studio/wiki/Making-a-new-conversion-reference

Why are you questioning the guy who created the tool instead of just doing what he says?

 

Not trying to be rude, but if Bodyslide was a shuttle and you were an astronaut, Ousnius here would be mission control.  If Mission Control says hit the booster rocket, you hit the damn booster rocket.   :D

Posted

I believe Ousnius said it's already mostly done and that Caliente did respond to PMs recently so my guess is it won't take that much to finish it.

Posted

I have been working for months (and months, and... etc) on an armor mod (Tera Armors Collection), and it has the Oldrim CBBE/UUNP bodyslide support that I am planning on discontinuing as soon as the new CBBE is released for Special Edition. I have to convert all the bodies to the new CBBE anyway and it's a lot easier for me to do this in 3ds than in Outfit Studio. At least for the small bodies. The new CBBE body/bodyslide is supposed to have a UV swapper, so if that's the case they can just use the default CBBE sliders with the UNP textures if they want a UNP shaped body right?

 

I understand the new CBBE has a smaller base shape, which I am happy about. (It's way easier to go bigger than to shrink all those tiny parts down in my opinion).

 

Anyway, I have a handful of bodies that the armors fit on that I put up as their own download, and also provide UUNP bodyslide files.

The bodyslide files are barely downloaded, and are a HUGE amount of work. I am working on correcting a mesh issue on one piece of armor that is taking me several days because it has to be manually adjusted in Outfit Studio for each UUNP body. Just adjusting the armor to the bodies I publish is done, but for all the other sliders its a forever chore for bodyslide.

 

I guess my question is what bodies do people want UUNP bodyslide for? I am thinking because I provide support for UNP, UNPB, Seraphim, and SevenBase that the slide files aren't as necessary? Most users just want the popular bodies. Should I just discontinue the support and tell people if they are dying for a certain body to let me know? 

 

Will the UV swapper make UUNP files unnecessary because people can just customize the body they want in OS? Can I free myself from the UUNP burden with the new CBBE? 

 

Thanks for taking the time to read.

 

Posted

Daily routine,
Wake up- Check status on Cbbe
Eat lunch- Check status on Cbbe
Get off work- Check status on Cbbe
Put off homework- Check status on Cbbe
Eat dinner- Check status on Cbbe
Get in bed- Check status on Cbbe
Wake up in the middle of the night- Check status on Cbbe


Just a little pumped for the release. :P

Posted

Daily routine,

Wake up- Check status on Cbbe

Eat lunch- Check status on Cbbe

Get off work- Check status on Cbbe

Put off homework- Check status on Cbbe

Eat dinner- Check status on Cbbe

Get in bed- Check status on Cbbe

Wake up in the middle of the night- Check status on Cbbe

 

 

Just a little pumped for the release. :P

 

This is literally my same schedule. Excited, but more than happy to wait for the quality.

Posted

Daily routine,

Wake up- Check status on Cbbe

Eat lunch- Check status on Cbbe

Get off work- Check status on Cbbe

Put off homework- Check status on Cbbe

Eat dinner- Check status on Cbbe

Get in bed- Check status on Cbbe

Wake up in the middle of the night- Check status on Cbbe

 

 

Just a little pumped for the release. :P

Same.

Posted

My schedule is literally exactly the same, minus the homework.  Can't wait to start converting 1,000s of outfits lol.  I had started with original CBBE converted to new style nif for SE, but then saw this and put the brakes on until it is finished.  Once this is out, and if SKSE64 ever comes out (I am still hopeful for that btw.) all will be well in the world, especially with all of the Beyond Skyrim content on the way.  

 

Plenty to do while waiting for TESVI in 2025 :P

Posted

LLurkers coming out of the woodwork. Played half way through my Skyrim SE before getting bored with the UNP shape. Hope they get things sorted out.

Posted

I was wondering if it wouldn't be good time, now before BodyslideSE is out, to get rid of _0 _1 ancient weight scalling finally (which is completely replaced by morph system in Fallout4 and all future games) and setting the Bodyslide to generate single body/hand/feet files, without the weight scaling by default (no _0 _1 files)?

 

Most of the outfit conversions are being made Bodyslide compatible (morphs), so we would just need to somehow convince Expired to release his BodyMorph separately from RaceMenu as standalone plugin (so its not dependent on anything) and we get the Fallout4 tech in Skyrim!

 

If an above is not feasible (or no incentive), we could at least not generate the feet and hands twice (_0 _1), remove the hidden ankle/hand sliders and fix all arm/ankle seam problems forever! Feet and hand scaling is never used by anyone and is more of an hindrance than feature anyway.

 

Thoughts?

Posted

Without an skse64, _0 _1 is really the best we can do due to the game engine.

 

Please remember, while SSE is abuild of the old 32 bit in 64 bit form with some new features, it it still the same game.

Without an skse64, _0 _1 is really the best we can do due to the game engine.

 

Please remember, while SSE is abuild of the old 32 bit in 64 bit form with some new features, it it still the same game.

Posted

Without an skse64, _0 _1 is really the best we can do due to the game engine.

It most likely won't be released before SKSE64 anyway, but worst case scenario, we will see NPCs using the 0 weight body for a while.

Please remember, while SSE is abuild of the old 32 bit in 64 bit form with some new features, it it still the same game.

I know, but we didn't have this tech back then and it was too late for big steps like this. Now its before release, zero conversions are done yet, its the only time to make this decision.

 

 

Posted

 

Without an skse64, _0 _1 is really the best we can do due to the game engine.

It most likely won't be released before SKSE64 anyway, but worst case scenario, we will see NPCs using the 0 weight body for a while.

Please remember, while SSE is abuild of the old 32 bit in 64 bit form with some new features, it it still the same game.

I know, but we didn't have this tech back then and it was too late for big steps like this. Now its before release, zero conversions are done yet, its the only time to make this decision.

 

 

Actually, I'm not sure if SKSE64 will be released at all. We haven't heard anything about it. Remember it was supposed to be in beta in April... This will for sure be released before that.

Posted

How goes things Ousnius?  It's been a month since you said Caliente replied to you.  Not rushing, just curious. :)

 

Nothing, I got the reply and that was it.

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