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CBBE / UUNP / BodySlide and Outfit Studio


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Posted

Ok phone loading slow lol so it's right post just had turned page while I was loading it. Any way I like that body my suggestion is to blender combine all parts and cut off the scrap on hands feet neck area use a cbbe or uunp to line it up so you can use there hands feet.  And as far as textures go its unwrapped differently from both uunp or cbbe so textures won't line up. And you only have 1 texture linked to one part the torso. The arms and legs should be part of that. 

Posted
33 minutes ago, shaidien said:

Ok phone loading slow lol so it's right post just had turned page while I was loading it. Any way I like that body my suggestion is to blender combine all parts and cut off the scrap on hands feet neck area use a cbbe or uunp to line it up so you can use there hands feet.  And as far as textures go its unwrapped differently from both uunp or cbbe so textures won't line up. And you only have 1 texture linked to one part the torso. The arms and legs should be part of that. 

i'm afraid i won't combine textures in this case. Actually i thought about  that and it would be the best, but i dont know how to put all these textures in 1 file because parts are just too large from 4 original texture-files. But after all I think its not the problem to leave mesh divided like that as alternative solution, i create little esp mod and use new shape with skin like armor with few .dds files attached. Well there will be another issue with skin shaders, but for now i want to find the answer for texture inversion or how to combine large textures in 1 file, or both.

Posted

You only have 1 texture on only the torso.

This is easer to go back to blender combine to one part load a working body such as cbbe or uunp then you line it up. Inless you make your own textures it won't look good with eather of the main body mods. By adapting it to a standard body and redoing the textures uv maps so it matches more closely to what's out there all ready so you can use them. The bones you copied won't work for that body or more to the point the anus doesn't have bones. I have seen a very close body that now I see this one I see were it came from. So I have seen it done right and it works very well. In fact I believe the body I talk about just might be the best body out there. 

 

Ps when I placed the textures on all body parts it looks great if not for nothing lined up nips vag anus all in wrong spot.  It simply means that to fix it you need to make your own textures or re make the uv map in blender so you can unwrap it close enough to standard texture sets all ready available. I agree it's a lot of work that takes a lot of skill. That being said I would love to see it done right and sence you have a copy of the daz rules find a way for free to share it. 

Posted
1 hour ago, shaidien said:

Ps when I placed the textures on all body parts it looks great

What texture do you place? regular unp/cbbe? Ofc that won't work and I want original textures which come with body (i have all of them but linked only torso in that .nif just to test), if i connect them in .nif - everything is in right place except it's directed inside (like at my screenshot). I'll try now with editing UV to combine all parts (as i said parts are too large and i dont know how to place all of them yet since i know almost nothing about 3d) but i thought it would be easier to fix mirroring issue and dont do extra work.

Posted

hi. complete and totally confused newbie here. so i downloaded bodyslide and as i was about to install, all these options popped up and i couldnt select all of them, only one in each category. wasnt i supposed to choose which one i wanted inside the app like gopher's video tutorial in the wiki? am i supposed to have all that installed beforehand?

Posted

Yes they were standard textures. I opened up edit uv in nifscope so I could tell the uv is unwrapped differently. This will only change how the uv,s are are set up not the skyrim format. By that I mean you need all 4 textures for it to look right. If you have textures send them and parts like fingers head and feet or toes. If it were me I would load all of those parts needed for a full body and a uunp or cbbe body for reference. I would make sure all the textures were linked in skyrim data textures directly so blender can load them. This way you can arrange and size your new body to overlap what ever old body used and then I would clear seems on new body and use old body to make new seems as close as you can to old bodies. Then make the new uv map as well as joining all the parts together. Then you have a complete body that you can finish off in os by loading reference body that has anus for the bones just copy all bone weights and save as new project and bang you will have a new body mod. 

Posted
On 6/20/2019 at 12:13 AM, CatsXs said:

After importing to OS it appears with  textures inverted  inside the body.

Okay boiz, the solution is *Mesh -> Flip faces* in Nifscope!

Posted

I have a FO4 nif I am trying to make an .obj file of. When I import it to OS all the pieces appear but not the jeans. The name is there but the jeans are invisible. The other pieces have converted with no problems. How do I export this to a working .obj file?

jeans.nif

Posted

what about to exchange the t-pose with an dedicated hkx-offset animation-or is there a chance to create a pose for a restraint - object/cloths which would work for a weighted item in that offst-pose ingame??, and could exchange the t-pose for that item as reference?

 

the uunp body is not fully welded

 

  • 2 weeks later...
Posted

Is there a way to move the transformation tool (compass) to a different position? It gets in the way sometimes or it is far from the immediate area around your project. I want to be able to move it anywhere I want to.

 

 

 

 

bump

Posted

 I have a folder ...\SliderSets\DV Fashion\Dresses\ and when I try to save the project 'Dress1A' to SliderSets\DV Fashion\Dresses\dress1A.osp.  OS just puts the  Dress in SliderSets\Dress1A.osp  and not the folder I have set up. Why? It will save the dress to ...\ShapeData\DV Fashions\Dresses\Dress1A.nif and Dress1A.osd correctly.

Posted
10 hours ago, Sorceress99 said:

 I have a folder ...\SliderSets\DV Fashion\Dresses\ and when I try to save the project 'Dress1A' to SliderSets\DV Fashion\Dresses\dress1A.osp.  OS just puts the  Dress in SliderSets\Dress1A.osp  and not the folder I have set up. Why? It will save the dress to ...\ShapeData\DV Fashions\Dresses\Dress1A.nif and Dress1A.osd correctly.

.osp files have to be in the SliderSets folder itself to more easily prevent duplication. Data can be in sub directories so sharing them among projects is possible. You can save multiple projects to one .osp file (like all projects of DV Fashion).

Posted

The problem with the current configuration is that making changes to the osp with a large number of entries is difficult and subject to making errors which can void the whole damn osp. So to avoid a large osp your only alternative is to have individual entries which make for a very large slidersets folder. I can take the individual entry and add it to a separate folder and it works fine. Why not be able to save the project to the separate folder in the first place thru the 'Save Project' menu. Or as an alternative, allow changes to be made to the osp entry menu directly and the appropriate changes would then be made to the osp file without having to open it to do so. My DV Fashion osp has over 200 entries alone with 5 more equally large osp. I would hate to make any of them unusable thru a mistake.  I would rather have my DV Fashion folder with its sub-folders having separate osp entries in them than the current options. 

Posted

Might be a stupid question, but here it goes...

 

Is there a way of using a body modified in Racemenu as a reference body in a new Outfit Studio project?

 

My character is using a UUNP 7BO body that I've modified in Racemenu sliders. Now, I have an outfit that I've converted to 7BO in BodySlide, but it doesn't fit perfectly, so I need to fix it in Outfit Studio. When I start the project, is it possible to use as a reference the body I've modified in Racemenu? Or do you have any other suggestions how to do it?

 

Posted
10 hours ago, pskaax said:

Might be a stupid question, but here it goes...

 

Is there a way of using a body modified in Racemenu as a reference body in a new Outfit Studio project?

 

My character is using a UUNP 7BO body that I've modified in Racemenu sliders. Now, I have an outfit that I've converted to 7BO in BodySlide, but it doesn't fit perfectly, so I need to fix it in Outfit Studio. When I start the project, is it possible to use as a reference the body I've modified in Racemenu? Or do you have any other suggestions how to do it?

 

Its really easy to do. You open menu sliders tab and pick load preset. I hoping you saved your sliders when making body in body slide if not you. Will need to go remake the body and before you close it use save as and name your preset something that you can find in OS when you load the preset make sure you have high weight box ticked then scroll in the dropdown tell you find your preset bingo your clothing now has your same look. Hope this helped. 

Posted
11 hours ago, shaidien said:

Its really easy to do. You open menu sliders tab and pick load preset. I hoping you saved your sliders when making body in body slide if not you. Will need to go remake the body and before you close it use save as and name your preset something that you can find in OS when you load the preset make sure you have high weight box ticked then scroll in the dropdown tell you find your preset bingo your clothing now has your same look. Hope this helped. 

Thanks! Will try this out!

Posted

Is there a way to move the transformation tool (compass) to a different position? It gets in the way sometimes or it is far from the immediate area around your project. I want to be able to move it anywhere I want to. As you can see its too far away from the outit to be able to use effectively. 

 

Also how about a 'browse' button on the 'Output Data Path' window like on the other data entry windows.

 

transform tool.jpg

Posted

I'm curious, has anyone made a 'CT_MUTABLE' mesh patcher, or know of a workaround to that bug? I've been thinking about reinstalling World of Bikini Armor, but nearly every single mesh in that mod has the CT_STATIC flag, and I don't want to spend the literal hours it would take to fix it.

 

For Context:

Bodyslide outfits with generated morphs have a visual bug: if the NiTriShapeData part of the mesh of the outfit has the setting CT_STATIC flag, instead of CT_MUTABLE, and the outfit is morphed in-game through the racemenu morphs, then the outfit will lose its textures and become completely black. The only way to fix it, as far as I know, is to go through every single mesh and change that specific setting. I once spent an entire spring break fixing the Book of UUNP sets, and I don't want to go through that trauma again.

Posted
5 hours ago, Code Serpent said:

I'm curious, has anyone made a 'CT_MUTABLE' mesh patcher, or know of a workaround to that bug? I've been thinking about reinstalling World of Bikini Armor, but nearly every single mesh in that mod has the CT_STATIC flag, and I don't want to spend the literal hours it would take to fix it.

 

For Context:

Bodyslide outfits with generated morphs have a visual bug: if the NiTriShapeData part of the mesh of the outfit has the setting CT_STATIC flag, instead of CT_MUTABLE, and the outfit is morphed in-game through the racemenu morphs, then the outfit will lose its textures and become completely black. The only way to fix it, as far as I know, is to go through every single mesh and change that specific setting. I once spent an entire spring break fixing the Book of UUNP sets, and I don't want to go through that trauma again.

BodySlide automatically sets the flag to mutable for all meshes when you build it with the morphs checkbox.

Posted
On 7/19/2019 at 2:14 PM, yarz96 said:

try to use google before

 

Technically, my conversion is different from his. I came out with mine a long time ago. When I saw his up on the nexus I checked out the nif to see if he was just reposting mine, but while they are very similar his model is more detailed and actually imo better. Too bad about the lack of UUNP from his mod, but i'm sure someone will get around to it eventually.

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