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Please use http://www.loverslab.com moving forward. Site has been restored to a previous version, and this one placed into a read-only mode. This is available for a limited time so users may reference/copy content that has been lost in the transition. This will no longer be accessible by December 22nd, 2015.
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Search the Community: Showing results for tags 'blender 2.49b'.
Found 16 results
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Since Skyrim was not my cup of tea, I'm not up to date with the current .nif plugins status. Hence my question: which apps is likely to get better support when the game comes out, Blender or 3ds Max? From what I gathered, Blender users are still stuck with an obsolete 2.49 and workarounds are necessary to get an exported .nif to cooperate with the game environment. Dunno about 3ds Max. I can manage in both programs, but on the following week I plan to train my kung fu a bit and I'm not sure which of the two should be my apps of choice. I'm more used to Blender, but I won't be able to do much with it without proper scripts. Do you guys have some insight?
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Pose Converter View / Download 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) 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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I just cant get my head around this, everything seems to work find back when i still active rigging all the stuff in 2013 and since i didnt alter/uninstalled any required software for editing meshes. So into my problem, which is Spoiler you can see the meshes has 24 skin partitions, back then i mostly get just 1 partitions (4 partition tops). Note that that meshes is vanilla base (7B cleavage from stevierage) that i import and export without any changes for the meshes. I know i can just convert BSDismemberSkinInstance into NiSkinIntance to make it work in game. but i really want to avoid that since i want to keep track on biped slot that i use without having CK/Skyrim on. My tools Blender 2.49b Python 2.6.6 PyFFI 2.1.11 Blender Nif Script 2.5.9 Various nifskope version Really looking for solution to this.. Thanks
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How to obtain perfectly matching vertex normals in Blender?
QuiteTheTail posted a topic in Oblivion Technical Support
Based on what I read on the description of "Seamless Heads", "Seamless Equipment for HGEC" and similar mods by junkacc, mending the seams alone is not sufficient to minimize the texture gaps in Oblivion meshes (particularly evident in the neck region). You must also make sure that the vertex normals (the average normal vector of all faces containing a vertex) are identical on both sides of the seam. My question is: what's the specifical tool or Blender script required to achieve this result? [EDIT] There is a "Modify Vertex Normals" bat file linking to modify_normals.py in kgtools that should be just what I'm looking for. Can anyone provide some hint about its usage? I wish Gerra6 was here... [/EDIT] P.S. I've tried to contact directely junkacc on the Nexus site, but had no reply so far. -
Fallout Body Meshes & Blender Weirdness - Looking for advice
madmax21796645 posted a topic in Fallout Adult Mods
Hi folks, I return to this amazing place with another Fallout mesh question, specifically about the exporting of character body meshes from blender and the proper settings to fix the Normal Map seams that occur ? Background info: I've been adjusting various Body type meshes (Type 3m, Cali, Alice, Roberts, Breeze,etc) to suit my own taste for quite a while, my mesh edits typical look pretty good, but when I export the model, using default export settings I end up with the ugliest normal map seam along the body sides (i.e Ribs, hips.) Also I'm using off the shelf normal maps (Type 3 sweaty skin) and a customized diffuse map My workflow: - Import Body mesh (Kendo 2 corrected alice body) into Blender - delete imported bones - Body modification (ex: elongate nipples) - import and parent skeleton - select all, apply scale/transformation - export nif using default settings Using these settings produce the seam clearly visible in the attached jpegs. The Alice body shown is Kendo 2's fixed version with BNB Bones from the Body by Race Alice nif. Does anyone have any advice that may fix the issue, or alternatively know of a source of a BNB enabled Alice body with Kendo 2's fixed feet ? Cheers, Madmax21796645 *Also All edits are for my own personal use and will not be released publicly without proper consent from the appropriate authors.- 1 reply
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- Type3
- Alice body
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Hey guys I was wondering if anyone would be willing to take up mod requests for skyrim if i can provide the models with textures and bones in a .blend file? If anyone can take this up please tell me!
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I need help with exporting and weighting custom armor with Blender
Toastbre4d posted a topic in Skyrim Technical Support
Hello again! A long, long time ago, I started making my own armor mod. DixiePig already helped me with fixing the actual 3d model, all the normals work now and the UV maps work fine, too. I started working on it again recently, I just want it in the game now. I still need to make textures and make a plugin for it in CK, but first, I need to export it from Blender. That's where my problem is. My armor has thigh high boots and gloves that go over the elbow, so just copying weights from the feet or hands alone won't work. I tried partially copying bone weights from the body and the feet/hands, but I still can't export it because Blender says there are faces that don't have any weights assigned. When I check my vertex groups, it seems like they're all assigned to something though. Exporting the bodysuit worked fine, I had to redo the UVs again because it had duplicate materials that screwed up in Nifskope, but it's fine now. To get to the point: I need someone to help me weight the damn boots and gloves. I couldn't find any tutorials on this specific situation (boots are longer than calf height, gloves longer than wrists), so if someone could tell me how to do that, that'd be great. Ideally, I would send you all the files you need, you do your magic, send me my files back and tell me (and possibly the rest of the internet) how you did it so we can all learn from you. Let me know if you're willing to spare some time and help me, we'll figure the rest out from there. LG, Toastbre4d -
I got weird texture issues with the legs on NPC females. It doesn't happen to me though. It may be due to Texture blend but I think I did this right and tried to fix it repeatedly, so I don't know what is causing it. If anyone knows please just say. The NPCs Doesn't happen to me ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Its the clothes. I started a new chara to test. Had chara with vanilla clothes...screwed up. Without clothes or custom armor no problem ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Anybody know of any Dawnguard armor re placers for UNPB cause i cant really find any?
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- Texture Blender
- Textures
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Blender IK Constraints: What are the clavicle bone flexibility values?
Veniat posted a topic in Fallout General Discussion
Not sure if this is the right place to post this: I'm trying to setup my rig for animation in FONV and I'm having a bit of trouble working out the degree of movement available to the clavicle bone in amra's rig. Would anyone happen to know what values I should be putting in the rotation constraint over the XYZ Local Axes in Blender for the two clavicle bones? I think I need it for the wrists as well due to the way the bones have been placed, if anyone would happen to know. I'm used to setting up constraints in 3DS Max so I'm not 100% sure if I'm doing this right, I haven't really been able to find an up to date guide though it seems to be working properly after testing. -
Help everyone, I just started attempting to import meshes into Skyrim using Maya. The CK part is easy, but I'm having trouble exporting the mesh into nifskope. So I imported an existing bow mesh + skeleton into Maya, created a new mesh and copied over the skin data from the original bow. Here's what it looks like in Maya: I've got all meshes combined, vertices merged, it's all 1 mesh when I export. Exported as OBJ and opened in Blender: Everything still looks okay, still 1 mesh and all. However, when I export from Blender out as 3ds file, then imported into nifskope, only part of the mesh shows up! I've been wrecking my brain trying to figure out what the hell is wrong with the process. I've tried all kinds of variations of the import/export process but as far as I can tell, nifskope seem to love seperating any meshes that isn't physically connected and only keep only random piece. Does anyone have any input?
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Not sure if I'm putting this topic in the right thread but I'll try it here. I'll move it if I'm at the wrong place/if I can move it. So I've been trying to import some files from Skyrim to a 3D editing program, specifically Blender. I just have a few questions about some problems I've run into. I've managed to edit all my NIF files so that they can be imported into Blender 2.49b and then imported into the latest version of Blender, 2.73. My problem arrives when I try to export Skyrim skeletons and animations. I want to export a skeleton and animation from 2.49b to 2.73 and can't figure out what file format to use. I've seen several topics on this on the internet but none of the formats seems to work for me, most of them only exports a rectangular mesh. Does anyone know any file formats, that both Blender versions support, that can export/import skeletons and animations? Another question I have that I never seem to be able to get answers to, is there any way to export the head model of a custom character? I know of the facegen export, but that only exports it into a .npc file to be used in the CK. I found a folder in the Skyrim Data directory that's titled "facegen" and that has a bunch of, around 1k, face models from the game. Can I in some way find my own characters head model in there? The file names don't seem to correspond to character IDs. TL;DR version: Any file format that can export/import skeleton/animations? Any way to export head meshes from Skyrim?
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So, i'm trying to convert a Skyrim mesh into Oblivion following the tutorial posted here, and My meshes don't show on Cs/Oblivion. I founded a post here, too. And I tried to do what that post says, but nothing. Still invisble. Here is a link to it if you want to experiment. https://drive.google.com/file/d/0B2n7UWwrCemSbUlwWURMNDlVOEk/view?usp=sharing
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[Noob Question regarding modeling] Poly count for armor?
d2002081 posted a topic in Skyrim Non Adult Mods
Hi, This is the first time I am trying to make a skyrim armor. The armor I am trying to create is the one requested in the below link. http://www.loverslab.com/topic/18433-request-grand-archer-dress/ So I basically tried to follow the blender tutorials and came up with the current progress of the armor (It is attached as well). At the time I completed creating the shape, I was with like 300k polygon count. I understand that it is not acceptable so I went on and tried to reduce the polygon count to around 15k (30k triangle). And since it is my first blender project, I admit that I lack the skills to make the polygon count lower while keeping the shape I want. So before I start with the texture, I want to make sure the thing is on the right path. So I was wondering if 30k triangles are acceptable as an armor? And, if there are any better ways to reduce the polygon count without it changing to much in terms of shape. The blender source file is attached so you can have a better idea regarding the mess I might have created. You are also free to do whatever you want with it if you want to. I might contain a lot of bad practices as this is my first time doing modeling. Thanks for the help step16.zip -
I downloaded the Blender 2.49b pack off of nexus since it seems to have everything I need to start editing a body replacer and making meshes for it. After looking at posts in quite a few places (including here), I'm kind of lost on what needs updating with it. What version of NifSkope and Pyffi to use with it? Blender scripts that are a must have. Most posts I could find were dated a couple of years back and it's hard to know what has changed in that time. I'm totally new to using anything but an older version of NifSkope, so any help is appreciated. Blender is very frustrating for me to learn and the tutorials I've found here have helped me understand it better. Thanks to all the people who wrote those.
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Exporting NiGeometryController in Blender 2.49b
Vaelorian posted a topic in Oblivion Technical Support
First off, this is in the Oblivion section because no-one in their right mind would use Blender 2.49b for Skyrim. This could be relevant to Fallout, I suppose, but I assume there are numerous things that the games don't share which could cause an issue if I attempted (one such example would be the loop sequence in animations), and I don't want to take risks. So, a while ago my blender install stopped exporting all NiGeometryController's NiFloatInterpolators, and I'm not sure why. For those of you unfamiliar with NiFloatInterpolators, they are the data blocks that the game uses to tell it when to activate a particular morph, and without them a NiGeometryController is useless. In my case, I am trying to export an animated static - which worked just fine previously, and now doesn't. The files that are exported work properly if I add the NiFloatInterpolator blocks to them manually via NifSkope, but it is a time-consuming task that I wish to avoid if at all possible. So, if anyone has any idea as to what I might be doing wrong, or can suggest a potential solution, I'll appreciate it. -V- 15 replies
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- Blender 2.49b
- FloatInterpolator
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My first blender python script for Skyrim that saves so much time
kosukosu1 posted a blog entry in kosukosu1's Blog
When I convert meshes for Skyrim from another source (oblivion, another game, etc), or when editing clothes for a custom body, I use blender. A lot of the blender functionality is still unknown for me - my focus on bringing pervy clothes and environments help me learn it pretty much One of the things i find myself doing a lot is: deleting the materials of a mesh creating a new material creating a new texture setting the texture mode to UV assign an image to the texture saving the uvmap (this step is required or else the uvmaps don't appear in the exported nif and then you can't texture it) The thing is, it doesn't matter what image or material gets assigned to the mesh because it gets thrown away and replaced with a BSLightingShaderProperty that's specific to Skyrim. Doing the above process becomes a chore when there are a lot of meshes to deal with, say in an environment. So I know there's python scripts in blender, and having done not that much of python, i was able to write up a script that does the above steps for the selected meshes in blender all automatically: kosu_skyrim_prepare.7z You can put the script in the Bin\Blender\.blender\scripts directory, and you should see a menu item in the Object menu in the 3d window: To use: select the meshes you want to prepare for skyrim (usually you'd select all meshes) go to Object -> Scripts -> Prepare for Skyrim a UV export menu will pop up - hit ok You'll see a small option to flip normals - do that if you want to flip all the normals of the selected meshes Hit OK and if you look at the python console, you'll see it processing and it'll say Done! when it's Done (in the console) It was really all about figuring out the blender python api, and i knew python was pretty anal about spacing so it wasn't too bad Blender has a python interactive console, which makes it nice to play around and test little snippets of code right then and there - very cool! So now with 1-click, i can do something that would take me 10+ minutes of boring mouse-pointing and clicking in seconds - go programming!
