encover Posted July 13, 2012 Posted July 13, 2012 I am converting Calyps's Adult Toys mod to the numenume erosbody, and I ran into a problem. The current piece that I am converting is the ButterflyPasties, and it's not attached to the breast bone; it is attached to the clavicle. I am using CherryHotTailing's instructions on converting it to bbp. I can get the BBP animations to work, if I manually change the clavicle bones to breast bones inside nifskope. My issue is that the game still thinks the pasties are attached to the clavicle, so what I get is BBP pasties bouncing somewhere below the knee; which leads me to believe that I am doing this wrong. I cannot get it to translate to where the breast would be, eventhough in 3ds Max it looks okay. Can you guys point me in the right direction as to how to switch the bones correctly? Attached is the original ButterflyPasties.nif that I am modding and my converted nif if you guys want to take a look. My converted nif still has the corrupted BSLightingShaderProperty (I replaced the final draft with the original file out of frustration). I am using 3ds Max and Nifskope, if that helps.
Vioxsis Posted July 13, 2012 Posted July 13, 2012 testbutterfly.nif does not appear in max but the other 2 do. You should do your weighting in max not nifskope.
encover Posted July 14, 2012 Author Posted July 14, 2012 That's odd, it imports fine on my 3ds Max. I am not weighing anything in nifskope. Cherry's instruction doesn't even have anything on hand painting the weight on. My problem is still that the armor/clothe/whatever is attached to the clavicle bone instead of the breast bone. Therefore, any converting and BBP gets all messed up because the armor is supposed to have the breastbone.
Vioxsis Posted July 14, 2012 Posted July 14, 2012 There not weighted to the clavicle (only catches ~0.002 per vertex) they are weighted to spine 2.
encover Posted July 14, 2012 Author Posted July 14, 2012 There not weighted to the clavicle (only catches ~0.002 per vertex) they are weighted to spine 2. That's my point! I am trying to switch the clavicle to breast so then the BBP animations play correctly and everything. Look at it in nifskope. The pasties are supposed to be at the breast, yet inside nifskope they don't have breast bones, they have clavicle bones. You can't follow Cherry's instructions with a clavicle. I need to find out how to switch the clavicle bones to breast bones the correct way.
Vioxsis Posted July 14, 2012 Posted July 14, 2012 give me your .max (containing skeleton, body, butterflies) and i will correct the weight to use bbp
encover Posted July 14, 2012 Author Posted July 14, 2012 give me your .max (containing skeleton' date=' body, butterflies) and i will correct the weight to use bbp [/quote'] Here is everything I am using. By the way, I am using the Numenume Erosbody, not CHSBHC. Cherry's instructions still works for it though. If everything went correctly, this is what it is supposed to look like. Notice, the calf bone is highlighted instead of the breast bone. I will post the .max file in a few minutes. I am still trying to figure out my problem.
Vioxsis Posted July 14, 2012 Posted July 14, 2012 done, you just need to edit the .nif as i have not touched it
encover Posted July 14, 2012 Author Posted July 14, 2012 done' date=' you just need to edit the .nif as i have not touched it [/quote'] Alright, I'm going back in and see what I can do. Here is the Max file that I am working with. Everything is done except exporting it.
Vioxsis Posted July 14, 2012 Posted July 14, 2012 The butterflies in that .max are 90% weighted to R calf and 10% to L calf.
encover Posted July 14, 2012 Author Posted July 14, 2012 I'm back to square one. As soon as I change the bones, my original problem still happens. The pasties poof to where the calf bones are and the mesh is messed up. This is weird. In the original butterflypasties.nif, the pastie is attached to the clavicle bone. When the conversion is done through 3ds Max, the pasties is attached to the calf bone. Then I change the bone to breast bone in nifskope, and the pasties move to where the calf is. WTF nifskope?!!? By the way, that is exactly how it renders in Skyrim, with BBP animation and everything.
Vioxsis Posted July 14, 2012 Posted July 14, 2012 Just use the .nif i posted they just need the BSLightingShaderProperty from the original.
encover Posted July 14, 2012 Author Posted July 14, 2012 It works! IT WORKED! Thank you for your help! Alright then, I have a couple questions I need clarified so I can learn from this. Which .nif files did you change the bones in? Did you switch the bones of the original .nif and then converted it to BBP or did you convert all of it then switched the bones? Mind I ask why the body mesh isn't included? I'm using Cherry's instructions to convert to BBP, and that tut wants the body files to be left inside.
Vioxsis Posted July 14, 2012 Posted July 14, 2012 1. Non i used skin wrap to give it new weights 2. The original never had the body in it so i left it out
encover Posted July 14, 2012 Author Posted July 14, 2012 1. Non i used skin wrap to give it new weights 2. The original never had the body in it so i left it out So you are not even using this tut? http://www.loverslab.com/showthread.php?tid=4514 Can you post a picture of the skin wrap (where it is). I'll see if I can mess with this.
Vioxsis Posted July 14, 2012 Posted July 14, 2012 That tutorial is what started me off modding. skin wrap is in the modifier list
encover Posted July 14, 2012 Author Posted July 14, 2012 That tutorial is what started me off modding. skin wrap is in the modifier list Yeah, that tut started me in modding as well. I don't suppose you can write up a short tut on how you are doing this? I have a few more pieces with the same problem.
Vioxsis Posted July 14, 2012 Posted July 14, 2012 Delete skin data first then fit the mesh to body. Once the armour is where you want it and ready for export go in the modifier list and pick skin wrap. In skin wrap "parameters" click the "add" button, then click the body (in view port or from list) then at the bottom of parameters put a check in "weight all points" then click "convert to skin" button, delete skin wrap and export. *note* some armours may need weight tweaking after skin wrap but simple armour like those Butterflies don't. it's 3.30am so i'm going to bed, but i'll check back tomorrow if you need more help
shedidwhat Posted July 14, 2012 Posted July 14, 2012 encover watch these vids Nightasy has made http://www.youtube.com/user/NightasyTutorials/videos those plus Cherry's tutorial and you will be flying through mod edits
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