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roy12

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Posts posted by roy12


  1. Hey Gerra.


     


    I'm trying to copy BBB bones from the UNPB BBB version available in Nexus to a mesh that isn't BBB.


     


    I'm selecting only the BBB bones, and when it gets done, it has neck/hand/feet seams compared to the original non-BBB mesh.


     


    If I copy the original nif's trishapes to the naked body, they align perfectly. If I copy the new BBB nif's trishapes to the naked body, they're misaligned (like some offset happened).


     


    Any idea of how to fix this?


     


    EDIT: Nevermind, I decided to just copy all the bone weights and that gave me close to no clipping with no seams. Thanks.


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  2.  

    Hey guys. Is there no way to fix the squished breasts problem? I already tried changing the skeletons as I said before and it didn't work (xpms, used the nif in the "Default Weapon Position" folder)

     

    There are multiple ways to fix the squished breast problem, the most common fix for people is changing out the default bugged xpms skeleton that came with Outfit Studio.

     

    Personally I use groovtama's XPMS skelly.

     

    It also depends on how your using the program:

    For instance what exactly did you do to the UNPB meshes? Just add weights? or Something else?

    Do you use HDT?

     

    Needs more detail, as well as why and what your doing this for if you want to get better answers.

     

    Though personally I've never had the squished breast thing happen to me so I may not be able to help fully.

     

     

     

    That's the thing. I did absolutely nothing to the mesh. All I did was import the UNP body as a reference, import an outfit, erase all the meshes of the outfit, duplicate the reference body, then export. This was to test if the problem was copying bones or offset, but apparently the problem is happening when it exports.

     

    All I want is to add BBP to some outfits that are already UNPB, using as reference the UNPB available in here. I keep following the instructions to do so, and the weights work, but the mesh comes out like that (squished boobs and seams everywhere). The skeleton I'm using is this one.

     

    Yes, I use HDT, but other meshes with BBP don't have this problem, only the ones I export from OS.

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  3. Hey guys. Is there no way to fix the squished breasts problem? I already tried changing the skeletons as I said before and it didn't work (xpms, used the nif in the "Default Weapon Position" folder)


     


    This time I tried just exporting the body, and the problem doesn't seem to be just squished boobs, but everything seems to be wrong, causing even a neckseam (and probably everythingelse seam).


     


    Here's a pair of pics. Left is original UNPB BBP, right is the same mesh exported from OS:


     


     TESV_2014_03_04_19_11_49_00.jpgTESV_2014_03_04_19_11_58_47.jpg


     


    I'm starting to think that the problem is an offset problem, but I have no idea of what offset I should set with move vertices, if any.


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  4.  

     

    I changed the skeleton to latest xpms and I got the same results. Where can I find that mesh rigger? Or do you mean I should use the body you linked as a base?

     

     

    You changed the outfit studio skeleton correct? The one inside the res folder?

     

    Yeah, the one that says skeleton_female_xpms.nif. I even tried the extended version, same problem. I'm gonna try that other tool now, thanks.

     

    EDIT: I'm trying the other tool, but it doesn't have a nice 3d window where you can tweak the mesh in case there's clipping. I'm supposing a correct workflow then would be to fix clipping, export without breast bones, then weight the breast bones with the mesh rigger?

     

    EDIT2: Well, that came out close to perfect (I can see that inside the clothes the breasts got a bit larger, but nothing noticeable from outside), and the clipping got magically fixed or something.

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  5. Try gerra6's mesh rigger, it's algorithm is more accurate for transferring weights (at least in my opinion)

    Or change the default Outfit Studio skeleton to the new updated XPMS or XPMSE skeletons.

     

    I changed the skeleton to latest xpms and I got the same results. Where can I find that mesh rigger? Or do you mean I should use the body you linked as a base?

     

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  6. Hello.


     


    I'm trying to add BBP (not TBBP!) to an armor by copying only the breast weights from the base body (UNPB redux). Everything exports fine, and it can be equipped. Even the weight slider works.


     


    However, I keep getting squashed breasts compared to the original body. When I check the transformations for the bones in the armor nifs and compare them to the base body's nif bone transformations, I see they're a lot different. Of course though, modifying these doesn't change anything ingame. Copying the new weighted armor to the base body results in the parts weighted to the breasts clipping inside the body. I am using HDT, but I get no problems with either the base body or other BBP armors. Only with the ones I add BBP to with Outfit Studio.


     


    Has anyone found a workaround for this? This is probably the easiest tool to do quick weightings, and it doesn't mess up vertex order so it's really safe. I'd hate having to do huge conversions with Blender because I have to create RVKs for each separate part of the armor, that's not fun...


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  7.  

    Hi

     

    If you want a UNP Body with BBP then try the following:

    http://www.nexusmods.com/skyrim/mods/30181/? - this goes under the unwieldly title of 'Alt Navetsea UNP Seamless' but it does exactly that - it gives a seamless UNP body.

     

    http://www.nexusmods.com/skyrim/mods/26800/? - XPMS 1-92 NMM-NAIN Installer - this gives the skeleton

     

    http://www.nexusmods.com/skyrim/mods/37900/? - UNPB Body NMM Bain Installer - this gives the BBP/TBBP animation and also includes 360 degree walking and Victoria's High Heel animation among its options

     

    Also if you have HDT then XP32's pony tail is amazing! - http://www.nexusmods.com/skyrim/mods/47000/?

     

     

    I know this. But that's for UNPB, I want the original UNP with BBP. UNP Bodyslide 2.0 made it possible, everything's working fine now. Regarding the seams, I don't mean texture seams. I mean actual mesh seams, caused by the BBP modification of the base UNP body available in Nexus. However, Bodyslide UNP generates a body with no mesh seams, so that's okay.

     

    There's still one problem though. I can't use the generated body to weight BBP on base UNP outfits with Outfit Studio. After copying weights and exporting, it seems the weight data or the bone offsets get screwed, and the boobs come out flattened. I tested copying weights with Blender instead, and it came out perfect.

     

    Can anyone reproduce this?

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  8. Now, I know there's one available in Nexus. But it has terrible seams at the neck and wrists, because its offset is wrong. I have no idea why no one else has wanted to give base UNP bouncing breasts or fix the already available one.


     


    Today I took an old UNP BBP I had around, and used Outfit Studio to copy only the breast bones on the base version of UNP. It worked fine, better than I thought it would.


     


    However, the weighting came out  a bit off-centered. It's not that noticeable, but since I'm not very good at weighting breasts, I think releasing it might mean someone else might want to fix it.


     


    So here it is.


     


    I also tested and it works with HDT. But that was expected.


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  9. Hey movomo, I've been trying to make a script to catch what body the actor is currently using, so that I can later change the armor's nif path depending on the body the actor is using.


     


    scriptname getiflightguts

    string_var sbodytype
    ref rtarget

    begin onequip
        Let rtarget := GetSelf
        Let sbodytype := rtarget.GetBodyAssetOverride 2 2
        PrintToConsole "Actor's body is %s" sbodytype
    end

     


    Right now I'm trying to print to console what the actor is using.


     


    However, GetBodyAssetOverride seems to be returning NULL. The player is using an override (lightGUTS upper and lower BBB), but the function isn't catching it. Do I have to put the plugin after your SetBody or something? Or should I check this with some other function?


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  10.  

     

     Reverting isn't quite as simple as just placing the old executable in the directory (which I actually have backed up, not the whole game) it hasn't really bothered me that much as I don't pose my characters and I don't have the dialogue going out of sync that often (they are probably related considering how the face morphing actually works).

     

     

    I actually have the files you'd need, since I backed them up in case Steam forced me to update when I opened the official launcher to subscribe to Workshop mods. Turns out I was right, it did, but I had the files it updates backed up.

     

    Tell me if you want to give it a shot, I'll upload the files for you (it's the official 1.8 executable, update.esm and some string files, I believe).

     

    Also yeah, the dialogue going out of synch and NPCs not closing their eyes when sleeping is related to this, Bethesda screwed the whole system for some reason.

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  11.  

    It also would not work like MFG in the sense that it transitions from current to full morph, it would be immediate unless you transitioned it via Papyrus, which would be rather slow and probably not look very good at all.

    Would it be possible to fix facegen itself through finding out what Bethesda removed by mistake in 1.8 and trying to re-inject it into 1.9 through checking 1.8's executable and hex editing/some kind of patching? Or to at least implement the transition in one of the new functions?

     

    Also, is it actually possible to make it work on NPCs? I've always thought that NPCs are a bit touchy when it comes to their facegen data, since any wrong changes makes them use the chargen tri instead of the facegen nif (snpcw causes that for example).

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  12. I think some people isn't exactly reading the first post and is misunderstanding what it does.


     


    This basically takes the expression/phoneme/modifier morphs and adds them to the list of available morphs in Race Menu.


     


    This doesn't fix actors not blinking or failing to properly animate their faces. That requires either for someone or some people to hack the functionality back in the game, or for Bethesda to fix it.


     


    As for mfg, I'd like to know if expired knows about being able or not to make a papyrus script with SKSE functions to call these morphs outside of the race menu.


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  13.  

    About NPCs, the problem is the new sliders only show up ingame, so you can't use them on the CK to modify NPC expressions. There's some sort of workaround though, using Alternate Actors. I just have checked it out and it seems that now it actually remembers the changes you did to 10 actors, so using it you would just have to take control over the desired NPC and use showracemenu as you would with your character. This is great news, didn't know that mod had that function, I'm going to test it out and see if it works

     

     

    Actually, regarding the CK, you could just directly edit the actor's facegen trishapes in Blender. This mod has a guide to do that. You basically export the trishapes as obj, edit them in blender, then re-insert them in the nif.

     

    To give them a certain expression you'd just transfer the morph to the imported obj as a shapekey, then set it to the desired level, affecting the base, which would be the actor's face.

     

    It's still too much work to just freeze an NPC in a phoneme or modifier though...

     

    Regarding a command to apply a certain morph outside of the race menu. What about SKSE?

     

    Can't the same functions that work inside Race Menu be used outside of it?

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  14.  

    I have to say, I tried this yesterday to morph the UNPB preset into something that comes somewhat close to the amazoness body from Dragon's Crown. This has potential, pretty nice so far, I didn't expect the arms to actually gain volume with the arm slider.

     

    There's a slight problem with the config xml though. I pointed it to specifically output meshes to a certain folder, but it's still outputting them to the default "/character assets". I wanted to output the results of this tool to a specific directory since I use CBBE for my default character assets, and UNP for certain custom races.

     

    As with the CBBE version of bodyslide you can press and hold CTRL while you click "create bodies". This will create the bodies in the directory that bodyslide resides in. That's how I do it in my game where I use Custom Races.

     

     

    Nice, I didn't know this. Thanks a lot.

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  15. I have to say, I tried this yesterday to morph the UNPB preset into something that comes somewhat close to the amazoness body from Dragon's Crown. This has potential, pretty nice so far, I didn't expect the arms to actually gain volume with the arm slider.


     


    There's a slight problem with the config xml though. I pointed it to specifically output meshes to a certain folder, but it's still outputting them to the default "/character assets". I wanted to output the results of this tool to a specific directory since I use CBBE for my default character assets, and UNP for certain custom races.


    post-2202-0-89877900-1367609536_thumb.jp

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  16. I downloaded this and everythink works so far, except for the butt and the breastslider.

     

    Requires the body to have breasts and buttcheeks weighted to the required bones.

     

     

    Another thing is, that the body is not shaped like the normal unp body :-/ any ideas about that?

     

    Different skeleton properties maybe.

    _____________

     

    0.9k is out.

     

    Between all the fixes, it fixes an annoying message coming out if you have showracemenu precachekiller installed.

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