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How to convert CBBE Feet to UUNP feet for Heels?


kboom

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Posted

Does anyone know how to convert? i tried to load the UUNP feet but it's like this. Can anyone help? Thank you!

 

HighHeels.thumb.jpg.1f83ee4e9a87f71708a3dadf4c246887.jpg

Posted

I havaen't done this myself, but I'd assume you'd have to use a combination of Blender and NifSkope to remove the existing foot mesh, add your new one, then model that foot to fit the heel.  I'm pretty sure Outfit Studio, while it is capable of changing reference meshes, cannot alter the shape of those meshes.

Posted
20 hours ago, AWP3RATOR said:

 I'm pretty sure Outfit Studio, while it is capable of changing reference meshes, cannot alter the shape of those meshes.

 

Outfitstudio can change all meshes.
For morphs, however, source and target mesh must be 100% equal in vertices topology. It is not a limitation of OS- it is always so if no proxy is used.

 

 

In this case, as little step by step for 3ds from my mind (I do not use it anymore)

- You need a neutral target. In this case CBBE-HighHeelFeets (for example)
Neutral means - no skinn (no boneweights)
For this: Open the mesh in Nifskope (hh-feets_1.nif or whatever it means - weight 0 is not needed).

Set the number of bones for this shape in Nifskope to 0 (zero).
Click on Spells (Menu) -> Optimze -> Remove Bogus Nodes.
Now all bones should be removed from the Nif. Save the nif as source.nif - or whatever.


That was the neutral Target Shape.


Now you need the source shape feet of UUNP.
Open feet_1. nif from UUNP in OutFitstudio.

Switch to Bones Tab and remove Boneweights from Foot (L and R) near the seam. Only in this Area!

 

Use the appropriate brush for it. ALT + Click is decrease.
Export the Nif directly from OS. Name for example Target.nif.

 

Now start 3Ds and import your target.nif with Skeleton (best xmpse from Bodyslide / res folder).
Then import source.nif.

Use the bones from the skeleton for rotate until the shape of the Target.nif is as close as possible to the Source.nif.
In the right position - make a editable poly/mesh of the mesh and export as obj.

 

Now you can use in OS - quite normal.
For that you have to add all bones and here or later the texures again.
Since the mesh of your new UUNP HighHeel Feets and the normal UUNP Feets have the same vertices topology (purely theoretical), you can also use the new shape as a morph for normal feet. Create a new Slider in your normal Feets and import the Slider Data from your obejct.

 

 

PS:

It is not advisable to use the Bones for Toes for high heels. Replace this area with a foot bone.

 

 

  • 2 years later...
Posted

I know it's an old thread but I just wanted add a point to this. If your character is either minimum or maximum weight there will be no morphing and you can edit the corresponding mesh freely in outfit studio. So either you edit the file ending in 0 for minimum weight or 1 for maximum weight. The only problem with this method is that you can't do it on clothing that is used by NPCs, since you have no control of their weight.

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