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New Clothing Body Style Converter Beta v0.89f (10-26-2014)
gerra6 replied to gerra6's topic in Modders Resources
I started thinking about this tool the other day. I haven't been back here in years, but it always bothered me that I never finished my conversion tools. if *and this is a big if* I can muster the inspiration, I'm going to try and start working on this beast again. -
View File Pose Converter Beta 0.73 This is the big update I've been promising. Pose Converter is a suite of Blender tools designed to simplify and automate many animation related tasks. The latest update simplifies and streamlines the process of converting animations from one game or armature to another. At things currently stand, if you can port an animation and its armature into Blender, you can port it to any other armature with a vaguely similar structure. Features: 1. Automated compensation for differences in bone bind orientation: This radically simplifies the process of porting animations from one armature to another. 1.a. Automatically convert animations between different creature types, or between creatures and humans. 1.b. Automatically convert animations between different games...if you can import it into Blender, you can convert it. 2. 1-Click button to freely convert Skyrim, Fallout, and Oblivion meshes between Skyrim, Fallout, and Oblivion bind positions 3. Automatic BB generation has been improved. The X, Y, and Z orientation are no longer relative to the bind position of the bones. This means that it is much easier to get consistent results from the settings. 4. Modify the magnitude of any movement, rotation, or scale animations, by bone and frame. 5. Set bone priorities to all bones in an animation 6. Automatically add B4 (BBB) Breast animation to Skyrim, Fallout, and Oblivion Animations 7. Automatically add B4 (BB) Buttock animation to Skyrim and Oblivion Animations 8. Automatically add B4 (BBB) style motion to any bone on any armature 9. Rotate Oblivion animations (movement and/or direction) - Fixes the 90 degree import bug and simplifies the creation of left, right, forwards, backwards animation groups. 10. Automatically update Anim text keys for Oblivion animations 11. Automatically add facial expressions to Oblivion animations 12. Automatically repair breast scaling distortion when using Growlf's controllable skeleton. 12.a. Improved repair of breast scaling distortion. Requires Lovers Animation Workshop Skeleton Mark II Using the Tool Converting Animations between Armatures (ie, from Oblivion to Fallout, from an NPC to a creature, etc) Adding Bouncing Breasts, Buttocks, or any other bone As you can see, the number of control settings for modifying BB Butts animations and BB Breasts animations has grown to absurd levels. But it does a damn fine job if you tweak the settings a bit. Explanation of Options Recommended tweaks: To generate a L/R swinging motion, set the Z frequency multiplier to double that of the X. In order to generate L/R symmetrical animations, the Left Y amplitude generally needs to be set to the negative of the value of the R Y amplitude. Using the Copy Animations tool I'm in the process of writing instructions now, so please feel free to post any questions, feedback, suggestions, etc. Submitter gerra6 Submitted 02/08/2013 Category Misc
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New Clothing Body Style Converter Beta v0.89f (10-26-2014)
gerra6 replied to gerra6's topic in Modders Resources
Why not just use From and To selections that include an upper body, lower body, feet, and hands? They don't need to be part of the same nif. Just select multiple nifs in both the From and To selection screens. Hard to say. I'd probably need to see the nifs to know what's going on. -
New Clothing Body Style Converter Beta v0.89f (10-26-2014)
gerra6 replied to gerra6's topic in Modders Resources
Well, it might be possible to fix it in Nifskope. No idea if Nifskope will be able to load and process it or not with that particular error. Yep. I need to do some work to improve the pose conversions for wrist and ankle seams in Pose Converter. -
New Clothing Body Style Converter Beta v0.89f (10-26-2014)
gerra6 replied to gerra6's topic in Modders Resources
The window should be re-sizeable. Drag the corners of the window to make it bigger. I'll add scrollbars in a future update. -
New Clothing Body Style Converter Beta v0.89f (10-26-2014)
gerra6 replied to gerra6's topic in Modders Resources
Probably not. That basically means that the mesh is crashing Pyffi. Since my framework relies on Pyffi to parse the nif file, there's not much it can do if Pyffi can't even deal with it. Note: you shouldn't need to worry about screen capturing the errors. They should show up in the log file in the save folder. -
I *think* the dev version of the stand-alone Seam Mender is ready to mend all of those seams. Sorry about the latest Blender version getting pants-on-head dain bramaged. It looks like it is correctly copying the weights from the template meshes, but neglecting to completely eliminate any pre-existing weights. So when the weight map gets normalized and exported, evil happens. I've got to go and update my Blender tools one of these days.
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I believe that they are intentional. 'Dimples of Venus' Now, removing them with an automated tool like Clothing Converter is probably possible, but would be very very tricky.
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Let me know if the Dev version of Seam Mender fixes it.
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Might be worth testing the dev version of Seam Mender on that Ger4, I'm going to add you to the current Seam Mender PM.
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New Clothing Body Style Converter Beta v0.89f (10-26-2014)
gerra6 replied to gerra6's topic in Modders Resources
I haven't actually released them yet, but the current Dev version of Mesh Rigger has an option that ignores any pre-existing skinning. I've also coded a mini tool that can automatically identify and apply the correct offsets to ensure that a given mesh lines up with anything it shares a seam with. They'll be included in the 0.90 package, once I finish up some back-end work and a bunch of Seam Mender code. -
New Clothing Body Style Converter Beta v0.89f (10-26-2014)
gerra6 replied to gerra6's topic in Modders Resources
I'll take a look when I get the chance. -
New Clothing Body Style Converter Beta v0.89f (10-26-2014)
gerra6 replied to gerra6's topic in Modders Resources
My custom body with CBBE hands looks as one would expect; there's a clear seam but no real gap. Well, I was half right. I downloaded the package from Nexus and took a peek at the nocturnal robe. Oh my. So yeah...the nocturnal robes do indeed use an incredibly goofy method to reposition the nif. So goofy that it's one I never imagined I'd actually encounter anything quite like it in the wild. I'm honestly not even sure what the proper rendering for it would be. Basically, the mod author or someone else noticed that the mesh was displaced from where they wanted it to be. So they did what any sensible Nifskope guru would do and manually add an appropriate translation transform. So far, so good. *Unfortunately* they decided that the best place to apply it was the scene root. Now...the scene root is a funny little node. Any transformation that you make to the scene is also applied to every child of the scene root. This means that if they apply a displacement to the scene root, yes they displace the geometry block (yaay, it moved!) but they also displaced every bone that the geometry block is skinned with. This has the net effect of undoing that transformation. And, since the skin instance has a link to the scene root, I *think* that the skin instance transformation will receive an additional transformation from that. I'm not entirely sure on that one. Now, where things get extra weird, they also added the inverse displacement to the geometry block, and the displacement to the skin instance. So...what does all of this mean? I dunno. Transformations on the scene root are bad? Yes. Yes they are. Anyways, I'll need to do a bit of research before I can patch this. The precise order in which a transformation is applied it incredibly important when attempting to render a mesh offline. And that order is, essentially, just convention. I just need to ensure that my internal rendering does it in the exact same order that the Skyrim engine does it. And I honestly have no idea exactly where the second scene root transform belongs, whether it gets placed before the skin instance transformation before it modifies skinned bones, after the skin instance transformation before it modifies skinned bones, or after both...or somewhere else that I would never guess. Hmm. Fun stuff. Anyways, in the meantime, the work-around is to open that crazy nif, get rid of all of the extra transformations, and just use one. Generally, the one on the geometry block is best. Note...that nif currently has the geometry block with the negative transform of the one it needs. -
New Clothing Body Style Converter Beta v0.89f (10-26-2014)
gerra6 replied to gerra6's topic in Modders Resources
Best guess, it's a problem in the lattice. What meshes did you use as the template and target when you generated the lattice? Because it *looks* like you generated the lower body using legs as the To and a skirt as the From. -
New Clothing Body Style Converter Beta v0.89f (10-26-2014)
gerra6 replied to gerra6's topic in Modders Resources
That looks like an instance of the famous Skyrim displacement bug. Test your body with the hands from the robe. Check to see if they are displaced from each other. If they aren't, send me your custom body and the robes. I'll see if I can figure it out. It's possible that the robes are using some bizarre method to re-position the meshes that my tool framework is not capturing. I'll take a look.