Tschenko Posted August 26, 2017 Posted August 26, 2017 I'm learning to use 3ds max, and I'm in a part I need help. I do not know how to make the body with the weight difference, I am making a new body, I do not like much of the type CBBE and UNP... Both bodies have the same numbers based on 3471 vertices, I want to know, as I procesed to make the body minimum weight (femalebody_0) and max Maximum (femalebody_1)? I already know how to make armor, but I don't know how to make a difference in the weight of the base body. I'm not North American, my English is not very good. Femalebody_0 Femalebody_1
Azazellz Posted August 26, 2017 Posted August 26, 2017 Base body works absolutelly identical as any armor. Actually, from the point of view of game mechanics, the body is armor.
Thargon Posted August 26, 2017 Posted August 26, 2017 Base body works absolutelly identical as any armor. Actually, from the point of view of game mechanics, the body is armor. In ways I have not yet fully figured out, the *00 and *01 bodies have differences in the *.Nif Files. I'm working on a mod which provides varied body types based on STEPs, instead of a base body, and interpolation Sliders. It is based on a collection of RACES, and you step through the Races, to get the varied body phenotypes. All NPCs have their body weight set to 0. When you want to change the basic body form, you change races, rather than changing the body weight float value by slider. So, I took the meshes for UNP *00 and made a race without a *01 nif file. I made a race from the CBBE *01, attempted to use it as a Nord_Buxom Race *00.nif body file, and it failed. Looked fine in the CK, CTD in game. But, when I took just the 3d mesh, and copied just the verts, (did not even bring the texture define blocks) in Nifskope, into the CBBE *00 mesh, cleaned it, and saved it, it worked fine! So, my mod has 32 "Races", many of which define varied body pheonotypes for characters who are essentially all "Nords" or "Dunmer". The key to getting the mod to work is changing the tests for "Race" in the Dialogs and scripts, to tests for Keywords. So, I had to define keywords for Armor types by Phenotype, and if you're stripped the armor from a Buxom Female, unless you're a Buxom Female yourself, it doesn't FIT, and all you can do is Salvage the Armor for base materials. So, in answer to the OP posed question, There is SOME difference in the *.Nif files between the *00 and *01 file defines, but I haven't yet figured out exactly what. If anyone knows, I'd love to learn it! It would be allot easier to flip a flag, than cross copy just a 3d Vert array! -
Azazellz Posted August 26, 2017 Posted August 26, 2017 The only difference between _0 and _1 is the shape of the body itself. Everything else (flags and other stuff) is identical. For example, you can swap _1 and _0 files for any standart race, and everything will work fine. No CTD or other errors (exept neck seams, of course).
RomeoZero Posted September 8, 2017 Posted September 8, 2017 The only difference between _0 and _1 is the shape of the body itself. Everything else (flags and other stuff) is identical. For example, you can swap _1 and _0 files for any standart race, and everything will work fine. No CTD or other errors (exept neck seams, of course). Polys and skin weight distribution must be identical on both meshes.If you move any 1 vertex on the _1 mesh,it will break the number of vertices and will not work as a morphed file. I trying to battle this stuff in 3dmax for years now. Maybe someone know any info on how to port blend morph files [ BSD ] for bodyslide ? This variable morph slider presets [7b\unpb\TSAG\ZGGB\freak shapes] not came out of nowhere,were made in 3d app and ported.
Azazellz Posted September 8, 2017 Posted September 8, 2017 Polys and skin weight distribution must be identical on both meshes.If you move any 1 vertex on the _1 mesh,it will break the number of vertices and will not work as a morphed file. I trying to battle this stuff in 3dmax for years now. Maybe someone know any info on how to port blend morph files [ BSD ] for bodyslide ? This variable morph slider presets [7b\unpb\TSAG\ZGGB\freak shapes] not came out of nowhere,were made in 3d app and ported. Well, actually it's not entirely true You can move vertices (only move, not add\delete) and export result to obj - and it will still work. At least this will work if you make changes via Blender. And you can have _1 and _0 meshes with different weights (but with same verts count and numbers). And for 0 -- 0.99 character's weights game will use weights from _0 outfit. At least this will work if you make changes via OutfitStudio =) All BSD morps are regular 3D models, with the same polygons as the original UUNP. You can export any slider as a .obj file. And you can import sliders data from .obj files.
RomeoZero Posted September 8, 2017 Posted September 8, 2017 Polys and skin weight distribution must be identical on both meshes.If you move any 1 vertex on the _1 mesh,it will break the number of vertices and will not work as a morphed file. I trying to battle this stuff in 3dmax for years now. Maybe someone know any info on how to port blend morph files [ BSD ] for bodyslide ? This variable morph slider presets [7b\unpb\TSAG\ZGGB\freak shapes] not came out of nowhere,were made in 3d app and ported. Well, actually it's not entirely true You can move vertices (only move, not add\delete) and export result to obj - and it will still work. At least this will work if you make changes via Blender. And you can have _1 and _0 meshes with different weights (but with same verts count and numbers). And for 0 -- 0.99 character's weights game will use weights from _0 outfit. At least this will work if you make changes via OutfitStudio =) All BSD morps are regular 3D models, with the same polygons as the original UUNP. You can export any slider as a .obj file. And you can import sliders data from .obj files. Can you maybe point to some info for this to read ? Been tring to find this but no to avail,I need to learn this shit asap.
Azazellz Posted September 8, 2017 Posted September 8, 2017 Can you maybe point to some info for this to read ? Been tring to find this but no to avail,I need to learn this shit asap. I can not, because I do not know where to read about it. I learned everything myself, just poking into different menus and watching, what these menus do =) But, I think, this stuff should be in official manual on nexus, or in unofficial manual here, on LL. Here are a few screenshots in which I showed how to export sliders (for example, manga body), and how to make a new slider by importing into it what you exported before (for Demonfet body as basis). After you import this slider, demonfet body become manga body.
RomeoZero Posted September 8, 2017 Posted September 8, 2017 Can you maybe point to some info for this to read ? Been tring to find this but no to avail,I need to learn this shit asap. I can not, because I do not know where to read about it. I learned everything myself, just poking into different menus and watching, what these menus do =) But, I think, this stuff should be in official manual on nexus, or in unofficial manual here, on LL. Here are a few screenshots in which I showed how to export sliders (for example, manga body), and how to make a new slider by importing into it what you exported before (for Demonfet body as basis). After you import this slider, demonfet body become manga body. Thanks bro,I'll research this till you'll make a video tutorial
Azazellz Posted September 8, 2017 Posted September 8, 2017 Thanks bro,I'll research this till you'll make a video tutorial No video, sorry =)
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