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editing chargen export files


grandslasher

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Posted

Hey guys i was wondering if its possible to edit racemenu exported heads in outfit studio or if not a 3d modelling software(i have blender and mudbox) and use it back in the game.

The position of the racemenu export head seems a bit different than the femalehead.nif when loaded in outfit studio.

Also after exporting racemenu head from outfit studio the head looks shiny in nifskope (some thing to do with uvmap??)

(kindly consider me as a hobby modder with no experience in this kind of stuff)

Posted

Hey guys i was wondering if its possible to edit racemenu exported heads in outfit studio or if not a 3d modelling software(i have blender and mudbox) and use it back in the game.

The position of the racemenu export head seems a bit different than the femalehead.nif when loaded in outfit studio.

Also after exporting racemenu head from outfit studio the head looks shiny in nifskope (some thing to do with uvmap??)

(kindly consider me as a hobby modder with no experience in this kind of stuff)

 

161124105903538685.jpg

 

copy paste the head in femalebody.nif

import that in blender

check the number of verticles of the head (it have to be the same as what there is in the nif or you will need a custom race or bodychange to put that on your char)

nif import script i use don't match what there is in the nif, i use the .obj import script (that mean bye bye the weights that have to be copy paste back)

 

don't mess with the eyes if you don't import them in blender (and join them with the head to edit both)

don't mess with the top of the head, you don't want that to clip with hairs

don't mess with the neck, it have to fit the body

 

to export same as any armor (just copy paste nitrishapedata in original nif, waste of time to bother with bsdismemberskin or bstexturething)

Posted

Before you import your Head.nif in Outfit Studio: Uncheck File- Skin Transform (or similar).

 

This should prevent disposition of the mesh.

Then Reshape your Mesh und eport as Nif.

 

What do you want to do?

 

Like this - lol:

post-591799-0-55364700-1479986859_thumb.jpg

 

You see - Both meshes are same seams.

Posted

Before you import your Head.nif in Outfit Studio: Uncheck File- Skin Transform (or similar).

 

This should prevent disposition of the mesh.

Then Reshape your Mesh und eport as Nif.

 

What do you want to do?

 

Like this - lol:

attachicon.gifOld_witch.jpg

 

You see - Both meshes are same seams.

 

I've removed the "File -> Apply Overall Skin Transforms" and changed the way OS applies transforms.

However I don't know if it currently loads heads correctly like that or not, you're gonna have to try.

 

Also disable "Edit -> Auto Normals" when working with head meshes (they don't need normals).

  • 2 years later...
Posted

Sorry for necroing this topic, but I figured out a working procedure to edit RaceMenu's exported .nif sculpted face with an external 3D software, and reimported it succeffully ingame. I'll explain what I did:
 

  • In Skyrim, using RaceMenu I exported the sculpted face (not the preset), this generated a .nif file and a .dds file in (I'm using ModOrganizer) "[...]\ModOrganizer\overwrite\skse\plugins\CharGen".
  • Opening BodySlide, and then Outfit Studio (you don't need BodySlide), I imported the .nif as an outfit, and exported the "FemaleHeadNord" (It indeed is a Nord Female character) object as a .obj
  • At this point I opened it in a 3D editing software (I used Blender), and made my modifications only to the vertices' positions, paying attention to not even merge duplicated vertices.
    • In Blender I duplicated the mesh, cut it in Half, mirrored with the Mirror Modifier.
    • I removed double vertices, and generally cleaned it a bit to make sculpting-modelling easier, it'll be used as reference for the original mesh.
    • On the original mesh I added a Surface Deform modifier, and bound the mesh to the mirrored mesh. I also added a Shrinkwrap modifier for good measure.
    • Proceeded to make my changes on the duplicated mesh, making sure that the modifiers on the original mesh were picking correctly the deformations.
    • When done, I exported only the original mesh (now deformed by the modifiers) as a .obj to then be reimported in Outfit Studio, thus preserving vertex count and order.
  • After editing the mesh I reimported it into Outfit Studio, which recognized it as a modification of the existing one, and allowed it to update only the vertex position of the old object.
  • Saved the new .nif with a different name.
  • Using NifMerge (Link on Nexus: https://www.nexusmods.com/skyrim/mods/40494) I did put the original .nif on the right, and the new .nif on the left. A warning popped out on the bottom, but was not an issue. I selected only the FemaleHeadNord object to be merged:

    1416709146_hrjkflkjxf.JPG.b289705ab02d52155877342395fd20eb.JPG
     
  • Clicked "Merge Model As..." and gave the new file a name, saved in CharGen folder as the others. I duplicated the original Nif's .dds texture file, as I didn't need any edit, and gave the copy the same name of the new .Nif
  • In Skyrim, opened RaceMenu, and imported the new .nif as sculpt data, it was correctly recognized, and my character's face was morphed to the shape I sculped/modelled in my 3D editing software.

 

I hope it can be of any use, this topic popped out searching for "skyrim chargen blender" on DuckDuckGo, and was the closest result to what I was searching. Hopefully it'll be of any help for somebody else.

NifMerge discovered from this page during said searches: https://wiki.nexusmods.com/index.php/Using_a_face_made_with_RaceMenu_on_an_NPC_for_Skyrim

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