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How to import/extract .tri files for body morphs?


boo

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Posted

Trying to edit some meshes and the tools I'm using apparently don't recognize the format.

 

I've tried using the Blender import/export tri plugins as well as the Animation Tools script.

Posted

Trying to edit some meshes and the tools I'm using apparently don't recognize the format.

 

I've tried using the Blender import/export tri plugins as well as the Animation Tools script.

Maybe Animation Tools N2 - edit TRI files could help you, and more specifically the TriExtractor tool. It's intended for head .tri files, but it may work with body ones as well. It will provide all the morphs stored in the .tri as .obj files.

Posted

Anybody?

I'm sorry, I forgot to follow the topic and I didn't get the notification because you didn't quote me. Anyway, you can try asking cell/ousnius, because Bodyslide uses and creates body .tri files, so if there is a tool or utility somewhere that can unpack them, they have to know about it.

Posted

They are different from Bethesdas TRI, which are only for Faces and similar.

 

Think BodySlide Team and blabba cam up with it, but not sure. Just that is very different.

While I did some stuff when SAM needed fixing as they changed the layout. That was with TRI. (And I never decoded them to the Vertex data either)

Now they use TRIP (P for packed) which is some fancy math applied to make files smaller.

I never worked with that new TRIP type, couldn't wrap my head around it back then.

 

BS2 now has import/export of their TRIs, and it seems you can when you select one slider to edit, export it as OBJ.

Tried with FO4 CBBE, works fine.

The exported OBJ is the slider at 100%.

 

EDIT : Tested SAM: Worked fine.

Posted

Thanks a ton, I'll give it a try. Is BS2 different than the latest version of BodySlide? Looking around the interface, I suppose you are referencing the sliders tab in outfit studio?

 

EDIT: Got it! Thanks a ton. Morphs seem to be based off the _0 body, so how does that work when applying them to the _1 body (different neck / leg / arm seams)

Posted

They are different from Bethesdas TRI, which are only for Faces and similar.

 

Think BodySlide Team and blabba cam up with it, but not sure. Just that is very different.

While I did some stuff when SAM needed fixing as they changed the layout. That was with TRI. (And I never decoded them to the Vertex data either)

Now they use TRIP (P for packed) which is some fancy math applied to make files smaller.

I never worked with that new TRIP type, couldn't wrap my head around it back then.

 

BS2 now has import/export of their TRIs, and it seems you can when you select one slider to edit, export it as OBJ.

Tried with FO4 CBBE, works fine.

The exported OBJ is the slider at 100%.

 

EDIT : Tested SAM: Worked fine.

 

 

Perhaps you can help me with this. Having a problem where the nif exports with a non-consistent vertex count (apparantly UV island splits figure into this...) and so bodyslide rejects pairing the obj as a slider for the shape imported from the nif...

 

In blender both meshes show with 3047 verts (before export and after import).

 

In nifskope, one shows as 3230 verts, and the other (the imported obj) shows as 3220.

 

I'm going mad trying to understand why.

Posted

Sorry, bodies are waytoohigh for me.
And yes, NIF is a bitch. My teeth had MANY problems. It worked for me because I created something from scratch.
But Import and/or Export sometimes just break the workflow you thought you had. And UV suck hard on export.

Try asking the author of SAM or the Bodyslide team. They know the quirks.
And to add, I have no clue about blender...

 

What do you want to create? Would help a bit.

Posted

Taking the existing morphs and reshaping them?

 

The thing that has to be the same between OBJ (from TRI) and the NIF:

 - Vertex Count

 - Vertex Order

 

This means you can't use mirror modifiers or similar.
Only drag vertices around. Same applies for FacePart TRIs.

Load as OBJ, save as OBJ.

 

If you NEED mirror/symmetry: Work on the "symmetry shape". This normally breaks vertex count and/or order.

--> when exporting you need a normal shape(as it was imported) that you conform to your editing "new shape".

 

I did that when creating my vampire fang morph: Edited one side, then copy+mirror it, and vertex for vertex snapped them to the mirrored shape.

 

Edit: and yes, I too learned the hard way. As Face TRI are just packable, you only see the error ingame: Clusterfuck of mesh, looking like it came out of a blender.

Posted

Taking the existing morphs and reshaping them?

 

The thing that has to be the same between OBJ (from TRI) and the NIF:

 - Vertex Count

 - Vertex Order

 

This means you can't use mirror modifiers or similar.

Only drag vertices around. Same applies for FacePart TRIs.

Load as OBJ, save as OBJ.

 

If you NEED mirror/symmetry: Work on the "symmetry shape". This normally breaks vertex count and/or order.

--> when exporting you need a normal shape(as it was imported) that you conform to your editing "new shape".

 

I did that when creating my vampire fang morph: Edited one side, then copy+mirror it, and vertex for vertex snapped them to the mirrored shape.

 

Edit: and yes, I too learned the hard way. As Face TRI are just packable, you only see the error ingame: Clusterfuck of mesh, looking like it came out of a blender.

 

Well damn. I did all my UV / mesh edits on one half than mirrored it (but not using a modifier, just mesh tools). Not sure why that would break things?

Posted

For those interested, the best way to ensure consistency seems to be to output everything from Blender as .nif, then use nifskope to export the obj with the caveat that you have to apply a transformation of 1/10 to the vertex positions.

Posted

Taking the existing morphs and reshaping them?

 

The thing that has to be the same between OBJ (from TRI) and the NIF:

 - Vertex Count

 - Vertex Order

 

This means you can't use mirror modifiers or similar.

Only drag vertices around. Same applies for FacePart TRIs.

Load as OBJ, save as OBJ.

 

If you NEED mirror/symmetry: Work on the "symmetry shape". This normally breaks vertex count and/or order.

--> when exporting you need a normal shape(as it was imported) that you conform to your editing "new shape".

 

I did that when creating my vampire fang morph: Edited one side, then copy+mirror it, and vertex for vertex snapped them to the mirrored shape.

 

Edit: and yes, I too learned the hard way. As Face TRI are just packable, you only see the error ingame: Clusterfuck of mesh, looking like it came out of a blender.

 

Alright, now how do I go about repacking as a .tri that SAM can use?

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