Vortec Posted January 18, 2018 Posted January 18, 2018 26 minutes ago, Quadropuss said: When I tried to export it after copying the bones.. it says it will be put under a mask.. Right click it only and select only "copy Bone weights"
Quadropuss Posted January 18, 2018 Author Posted January 18, 2018 37 minutes ago, Vortec said: Right click it only and select only "copy Bone weights" I did It still isn't working..
Quadropuss Posted January 18, 2018 Author Posted January 18, 2018 Going to screenshot a video of me doing it..
Quadropuss Posted January 19, 2018 Author Posted January 19, 2018 https://quekue234.tinytake.com/sf/MjI4MTM1NF83MDEyOTM5
rhino_4 Posted January 19, 2018 Posted January 19, 2018 7 hours ago, Vortec said: Adjusted it a bit and added partition 45 to it, you had partition 32- which is the body slot. Although I sent the Nif, be best to figure it out yourself with that bodyslide link, so its too your liking. Vortecedcorsetnecklace.nif When I opened this in nifskope, nothing showed up. Was this made in bodyslide 4.4.1?
Guest Posted January 19, 2018 Posted January 19, 2018 3 hours ago, Quadropuss said: When I tried to export it after copying the bones.. it says it will be put under a mask.. It means some of the vertices were unweighted, which is the same problem you were having at the beginning. Try changing the search range from 5 to 10 or something when you copy weights. Also, select the bones from the reference shape and then copy the selected weights to the necklace. In the video you sent, you've copied its own weights to itself, I think.
rhino_4 Posted January 19, 2018 Posted January 19, 2018 2 hours ago, Quadropuss said: Hide contents https://quekue234.tinytake.com/sf/MjI4MTM1NF83MDEyOTM5 I made a huge post explaining things, and then realized that I didn't need to write a book so here is the TL:DR. 1) the reason this nif crashes the creation kit has nothing to do with the weighting. The .nif itself is bad. Open it in nifskope yourself and you will see nothing. THAT is why the creation kit crashes. I'm going to make assumptions now: a) You started by importing this mesh from an .obj or .fbx file before exporting to .nif. b) You are using bodyslide 4.4.1 If this it true, then the following info is useful: Importing from .obj/.fbx and then exporting to .nif is broken in the latest bodyslide. Use 4.3 or older instead. EDIT: Once you have a working .nif to use, bodyslide 4.4.1 works fine and is actually a lot more stable than previous versions. 2) Everyone saying to use a similar object as your reference is not correct. That's silly. Just use the normal UUNP reference body from the drop-down menu when you start the new project. You are trying to conform the .nif to a body (specifically, to a neck), not to a necklace. Do everything the same as in your video except: a) Don't bother selecting individual bones in the bone window. Bodyslide will do that for you. You only need to do that when you want to only copy specific bones. b) Increase the search radius in the "copy bone weights" pop-up.
Quadropuss Posted January 19, 2018 Author Posted January 19, 2018 46 minutes ago, rhino_4 said: I made a huge post explaining things, and then realized that I didn't need to write a book so here is the TL:DR. 1) the reason this nif crashes the creation kit has nothing to do with the weighting. The .nif itself is bad. Open it in nifskope yourself and you will see nothing. THAT is why the creation kit crashes. I'm going to make assumptions now: a) You started by importing this mesh from an .obj or .fbx file before exporting to .nif. b) You are using bodyslide 4.4.1 If this it true, then the following info is useful: Importing from .obj/.fbx and then exporting to .nif is broken in the latest bodyslide. Use 4.3 or older instead. EDIT: Once you have a working .nif to use, bodyslide 4.4.1 works fine and is actually a lot more stable than previous versions. 2) Everyone saying to use a similar object as your reference is not correct. That's silly. Just use the normal UUNP reference body from the drop-down menu when you start the new project. You are trying to conform the .nif to a body (specifically, to a neck), not to a necklace. Do everything the same as in your video except: a) Don't bother selecting individual bones in the bone window. Bodyslide will do that for you. You only need to do that when you want to only copy specific bones. b) Increase the search radius in the "copy bone weights" pop-up. I am using 4.4.1 - where can i find a older version?
Quadropuss Posted January 19, 2018 Author Posted January 19, 2018 you are right with both assumptions..
Quadropuss Posted January 19, 2018 Author Posted January 19, 2018 I resized the necklace in 3ds max.. and exported it as a obj, opened in it bodyslide and converted it to a nif
rhino_4 Posted January 19, 2018 Posted January 19, 2018 58 minutes ago, Quadropuss said: I resized the necklace in 3ds max.. and exported it as a obj, opened in it bodyslide and converted it to a nif I do the same thing in blender for a lot of my conversions. That's how I discovered that 4.4.1 was borked. here's the link to bodyslide 4.3 This version does fine with converting .obj to .nif. Just be aware that it has it's own issues with randomly dropping bone weights after you've edited them, so after you get a working .nif out of it, switch to 4.4.1 which fixed that issue and is much more stable.
Quadropuss Posted January 19, 2018 Author Posted January 19, 2018 1 hour ago, rhino_4 said: I do the same thing in blender for a lot of my conversions. That's how I discovered that 4.4.1 was borked. here's the link to bodyslide 4.3 This version does fine with converting .obj to .nif. Just be aware that it has it's own issues with randomly dropping bone weights after you've edited them, so after you get a working .nif out of it, switch to 4.4.1 which fixed that issue and is much more stable. Thank you very much for your help
wwwizard3 Posted January 19, 2018 Posted January 19, 2018 I'm surprised no one explained it yet, but next time you have the same issue you can easily fix it by painting weights by hand. Select all your meshes and then switch to 'bones' tab on the right pane -- here's where bone weights are shown. It's basically a marking that links vertices of your mesh to the corresponding bones. Click on the name of a bone and you'll see that your mesh is now colored. Blue is the lightest influence, red -- the strongest. You can inspect the reference body mesh to understand which bones control what. When you switch to the bones tab you'll only have two brushes: mark brush and paint brush. Last one is the one you need to solve the issue. When you copy the weights from reference you let the scripts do the work for you, but as any automazed process it isn't perfect. For example, it can mark only some part of a mesh and not whole which will lead to the crash in game -- and the Outfit Studio warns you of that. So, here's step by step explaining: -> load your meshes as usual (reference and then outfits) -> choose only your outfit meshes -> copy the bone weights from reference -> switch to bones tab and check if it copied the weights correctly: it should be as similar to weights on the reference as possible. For example: (also, you can press 't' to hide the textures) goodhttps://i.imgur.com/gORl6UK.png badhttps://i.imgur.com/W5dtRLm.png -> 'play' with the copying weights tab so it looks as good as it can within limitations -> when you get the best result in your opinion, try to export so it putes a mask (or not, you're lucky then ); further steps are here in case you can't cover all vertices automatically and it needs adjustments by hand. -> select 'Tool -> Invert Mask'; now your bad vertices are the only one you can paint on, the rest are protected. If you want to get rid of it choose 'Tool -> Clear Mask' -> check all of the bones that should present on your shape one by one; I suppose for a necklace it should be: Neck L Clavicle R Clavicle L Upperarm Twist R Upperarm Twist Spine2 and, probably, Head (you gotta load new reference for it, femalehead.nif or your character's exported head) but until you're expierenced enough you should check all of the bones just in case -> and, finally, paint on your mesh! paint brush is really similar to others in OS, so I guess it shouldn't be a problem, but you better check some tutorials on it; -> when you're done, try to export again you can miss some vertices so it will probably take some time but eventually it should be ok. Even when you've finally exported the mesh it can still look horrible in game, but it's a matter of a skill and experience, really.
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