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gerra6

New Clothing Body Style Converter Beta v0.89f (10-26-2014)

1,158 posts in this topic
@Zor2k13

 

When you set only boots slot in the CS some bodies are going to clip through them because the body you are using isn't the same size as the boots many bodies are different or just slightly different. Like if you converted the boots to TGND and have no body in the boots but your player is using the DRMA body and not the TGND body then there will be clipping. If you have a body in the boots then maybe add some clothing to go with the boots and then select lowerbody and boots in the CS then it should appear correctly with no clipping.

 

The hardest part of finding bodies of Speedbusters that match with anything including their own bodies is that half if not more of SPB's bodies are modified for 1 specific armor and finding a match is next to nil as their bodies are bigger then most bodies or highly changed and you can rarely find matches unless the bodies are the ones in the SPB mod collection on the nexus. Some of the bodies you can't really use in the converter as they are what I call frankenstien bodies. What I mean by that is the arms are cut off and new ones fused on and on a closer look you can see a line down the center of the throat to the crotch you can see modified spots on the rear and crotch. I tried to convert one awhile back and the armor came out nasty clicked on the body to see what was wrong and found out the body was in 4 to 5 pieces for the upper body and they were just placed together like a puzzle but never fused together.   

 

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Yeah some of his stuff that has thong underwear has that little fat around the edges effect which makes it harder to convert. About the boots, I am having success with it thanks to the e version of this tool. The problem with the boots is the way speedbuster designed them, they were meant to be skin tight and to get them to convert without clipping they won't look skin tight but still there should be little or no clipping since they convert well. I still need to learn the mesh rigger tool but his bodies are supposed to be modified HGEC bodies so the rigging should be similar to start with. I am running HGEC LL lower and HGEC F cup fighter body upper. I don't know why I was so glued to E cup earlier, F cup is much better:-)


 


 


 


edit


 


The hard part will be trying to convert the shiki armors from creepy loli body to my HGEC preference LL lower and F cup fighter upper. I think the seikotai? bodies are the same as the shiki and light armor bodies.


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@Zor2k13


 


SPB is a she. Converting armors that have strangle holds like the bikini straps that look like they are digging into the body or smooshed boobs you first have to find a template that is either the one that they used or one that is close enough to it and use that one for your from file as long as it is a full body no missing parts.


 


Conversions using the actual body in the armor/bikini or whatever for your from file will fail because the converter will convert the body to whatever body you used for the to file which will make the converter pop out all those dents smooshed parts and what not.  


 


Converting smaller body mods to flabby patties is easier then converting from flabby patty to smaller.


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The Customize Meshes menu can help with those sorts of issues.

Unfortunately, it was accidentally disabled by a bug in the .h and .i versions. So I've uploaded a .j version to http://kgtools.org/that is just a very minor bugfix for the .i version that should fix the menu issue. (Note, this does not include any of the updated experimental code that I've been working on other than the menu fix)

From your description, I would do two things.

The first would be to use the 'padding' setting. That is designed to increase the padding between the mesh and the body.

Once your conversions are complete, I would recommend re-rigging the nif using Mesh Rigger and a good template body. Since Speedbuster tended to use highly customized bodies, the existing boneweight painting won't necessarily play nice with other bodies.

 

Did you mean to only upload the portable? The light version link also goes to the portable version. That padding deal might be useful on a few armors I'm having some trouble with, so I'd like to give it a whirl.

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Whoops.

OK, here's an update that should finally properly re-enable that damn 'customize meshes' button.

http://kgtools.org/clothing-converter/download/

0.89.k

Note: This is only a menu fix. It doesn't contain any of the non menu-related fixes that I am currently working on.

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Well dam, speedbuster shiki armors and holy lancer armors cannot be converted properly thanks to that super skinny waist body he used. When I try to use his body as the from, the output is a big mess. When I use fighter b cup and seitokai lower as the from, it looks ok in output but not the right size. I will try to spend more time and see what happens but it is starting to look like speedbuster shiki and holy lancer and light armor 2 mods will have to be run through blender/3dsmax to convert them:-(


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Is the body that you are trying to use for the from file a broken body or is it a complete body? If a body has parts missing like parts of a arm or leg or anything there is a high high chance that the armor is going to come out looking weird especially at the areas where the body parts are missing. 


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Feel free to pm me the body. I'll take a look and let you know what I think is going on.

In general, speedbuster customized each body for each outfit, and frequently deleted non-visible portions of the bodies.

Clothing Converter is at its best when it is batch converting a collection of clothing made for one well defined body style to another well defined body style.

One-off body styles created for a specific outfit with missing sections, unusual UV, etc are very difficult for Clothing Converter to handle in its present form.

Basically, to get Clothing Converter to work with them, your best bet is to mend the bodies and then use them to generate lattices.

Now, one of these days I might write an automated tool that can attempt to mend patchwork bodies by copying missing faces and mending seams from a user-specified template nif. The results of that sort of automated tool probably wouldn't be great, but might be passable for these types of situations.

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I have been doing a bit of testing with skyrim - fallout new Vegas bodies and it seems skyrim - fallout NV does better then oblivion - fallout NV. I tried each setting by itself to see how each looked then did one with vertice skin and UV on vertice and UV had minor clipping on thighs skin was fine and skin vertice and UV together was fine not as much meatcap crushing on the arms as with the oblivion - fallout NV. Other then the nipples getting flattened and skewered the outfit came out pretty good.

 

Spoiler

post-25667-0-40301000-1416586750_thumb.j

 

Fallout NV body changed to UNPB cleavage. Maybe the arm crushing and everything is better with the skyrim one because I switched the skyrim body to the fallout NV pose the fallout - oblivion test I changed the fallout NV pose to oblivion. I will have to test that and see.

 

*Edit tried it with a oblivion body it seems oblivion bodies are finickier. 

 

Fallout - skyrim armor looks like this.

 

Spoiler

post-25667-0-40490700-1416600752_thumb.j

 

No real problem the armor has BnB but I threw it in to redo it. Armor came out like this. Not sure why though unless a bone got deleted that was needed or something. I didn't use UV map would that cause it?

 

Spoiler

post-25667-0-97472400-1416600841_thumb.jpost-25667-0-69337200-1416600857_thumb.j

 

 

 

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@myuhinny


 


I think one of those seikotai naked meshes from the speedbuster collection on nexus works as a base but the problem is the waist of the original chopped up bodies spb put in the armor meshes. Those chopped bodies have skinny waists and the seikotai naked meshes don't so the skinny waist doesn't convert. When I try to use that chopped body from the armor meshes, things get really ugly and don't work:-( Like I said it is gonna take someone with 3dsmax or blender to fix it.


 


 


@gerra6 the mods in question are: http://frantan.exblog.jp/12914558/ and: http://frantan.exblog.jp/12912390/


 


Also the folder for armor in speedbuster collection from nexus called holylancer.


 


There are links to the files there at the top they go to the nexus but you have to futz around a bit with the urls thanks to crap nexus site jumping to their main site instead of directly going there.


 


These two armors or mostly stuff from these two armors, are really good ideas since they are more practical in design. I'm sure most people see these mods as anime armor but it ain't that bad and if there was a male version of some of them without the dress it would cool to have a matching set:-)


 


The problem with converting these armors is the chest pieces will reform to fit the boobs of the to mesh instead of just getting bigger and matching the waist and arm pit areas. The only way I can see to deal with that is a whole lot of messing around with your program and unrigging and then rerigging the meshes also, the chest pieces that are practical and don't look like boobs don't need bbb movement.


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Just send me the files. I'm happy to take a look at the files, but I'm not going to take the time to try to track them down on a site.

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Greetings .


 


Hi Gerra6.


Hi Myuhinni .


 


Hi and @ Zor2k13.


 


Yes send him your meshes/files. ... :°)


 


Edit ; because posed by " accident" and unfinished , sorry :


 


Unfortunately , i cannot see/understand anythings from the two links you posted . I suppose that's because "Java"  is disabled on my Internet explorer  and i cannot translate those pages ... so without a picture i cannot dowload the two related files to try a test.


 


Cheers.


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Yeah that site doesn't show correctly when viewed from that link, gonna upload the files here soon.


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Ok here is the files in one rar file. Try to keep the same folder structure and if there are any duplicates that merely have different texture assignments just make a note of it. For reference here is what the shiki stuff is supposed to look like in game: http://www.nexusmods.com/oblivion/mods/22257/?and http://www.nexusmods.com/oblivion/mods/21568/?


 


some files are from the speedbuster collection mod like the folders holylancer and lightarmor2.


 


files.rar


 


 


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No real problem the armor has BnB but I threw it in to redo it. Armor came out like this. Not sure why though unless a bone got deleted that was needed or something. I didn't use UV map would that cause it?

Yikes.

Well, that definitely looks like what I would expect to see if some of the vertices had no weights on them.

Best bet would probably be to try re-rigging it with UV and Index search off and a good template.

Just ensure that it is copying and replacing all of the bones over, as well as deleting existing bones/boneweights.

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Hey Gerra, I know you're already working on something that will try to detect/fix the cleavage collapse, but I was wondering if you'd though of checking to see if the mesh was weighed to the breast  bones and/or spineX bones, and if that would make detecting the area to give special attention to any easier. If you didn't already think of and try that...


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some files are from the speedbuster collection mod like the folders holylancer and lightarmor2.

Yep.

Pretty much what we thought. Highly customized bodies, which is not a problem in and of itself.

But without a complete body, there's no way to generate a template to convert that shape from one mesh to another.

Your only real option here is probably to load a relatively similar body into a 3D program and sculpt it into the correct shape, export that body, and use it as the template.

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Hey Gerra, I know you're already working on something that will try to detect/fix the cleavage collapse, but I was wondering if you'd though of checking to see if the mesh was weighed to the breast  bones and/or spineX bones, and if that would make detecting the area to give special attention to any easier. If you didn't already think of and try that...

Thanks for the suggestion. I have been thinking about trying something along those lines, it has some serious potential drawbacks, but it may be the best solution.

One big problem is that many meshes are weighted 'poorly', with really weird islands and other issues.

Now, one possible solution I've been thinking about would be to start with some very carefully crafted templates (probably with the aid of my Blender BBB painter) and use that data to associate the cleavage areas with appropriate UV map regions. Now, I'd need a template for each UV map style, and I'd need to come up with a robust method to auto-detect which on a given mesh was using, but it might work.

Once the cleavage area has been defined, the really fun part begins. I'll need to develop some relatively smart algorithm that can allow the end-user to control how the tool processes the cleavage region. Probably some sort of anti vertex crash algorithm and some sort of taut cloth algorithm. I get the feeling that they will be royal pains to code.

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Yeah, probably. But if you combine that with the idea to prevent movement greater than X along Z-, then that might not be too horrible from a coding perspective. All times I've run into this, the center of the cleavage is being moved very large distances. This is especially true when I convert form a UNP skyrim mesh to my custom UNPB cleavage mesh. I just converted a hakama with a bandage bra to that mesh, and ended up doing one conversion with x, y, and z constraints, then another without, and chopping up/mixing and matching the results in 3DS to get a decent conversion.


 


But on a side note, now that I'm running .k, it seems like the alternate constraints isn't working or something. At least, it doesn't seem to give the same results as .i did. Have to test some more though to really see.


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Oh, and I haven't forgotten about sending you meshes that show a problem with flatten skinning. I just haven't run into another issue.


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But on a side note, now that I'm running .k, it seems like the alternate constraints isn't working or something. At least, it doesn't seem to give the same results as .i did. Have to test some more though to really see.

That's weird. There shouldn't have been any changes that could touch that.

Anyways, the simplest code would simply allow the end-user to specify alternate constraints in the cleavage area compared to the rest of the mesh.

Trying to do anything fancier requires the vertex to become aware of what somewhat distant neighbors are doing and act accordingly. And that's where the code starts getting fun.

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I'm a real noob... I'm so confused with these Python files, can you help me please?


 


I've downloaded Python 3.3.3 (x86 x64), I have a Windows7 x64. Then I downloaded Pyffi 2.2.2, installed them in order, but Pyffi says, there is no correct version of Python installed. I've extracted the downloaded Light version of Clothing version (the one on your site on the top, which was called Portable), but haven't found any files that seems to be run. I also extracted optional bat files, there was a Clothing converter file, but it just not started. t says, there is no Pyffi installed :(


 


Please help me, how should I use them?


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Ignore my latest post, seems like it works now - while I was typing :)


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This is driving me up a wall. I followed the OP as best I could to get it to work, but it just seems the more I try, less actually gets done. >.<


 


I'm trying to convert something I found for DMRA to SPB Curvaceous' chubby variety. I opened up MakeLattice.bat, pointed "Convert From" to the DMRA upper body mesh, and the "Convert To" to the SPB Curvaceous upper body mesh, waited for it to generate a lattice, opened up ConvertClothing.bat, selected the generated lattice in "Clothing Converter/lattice", pointed "Select Target Folder" at a folder with the one and only mesh I want, let it run...and it doesn't give me anything. Nothing is generated into the output folder.


 


I was reading on the second or so page, and someone mentioned having to merge the upper and lower body meshes. I have no clue how to do that. It's all Greek to me. >.< Literally ALL I want, is this one character I have to wear a chubby version of this clothing. One piece of clothing. I don't want to add it to NPCs, I don't want to add it to levelled lists, I just want to give it to my character, and that's it, yet it's just giving me such a headache. >.<


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I was reading on the second or so page, and someone mentioned having to merge the upper and lower body meshes. I have no clue how to do that. It's all Greek to me. >.< Literally ALL I want, is this one character I have to wear a chubby version of this clothing. One piece of clothing. I don't want to add it to NPCs, I don't want to add it to levelled lists, I just want to give it to my character, and that's it, yet it's just giving me such a headache. >.<

Whether you are converting a single outfit or a thousand, the basic process is the same.

The tool makes many things easier than they would be, but it doesn't necessarily make them easy.

OK, so when things go wrong, look in the save folder. There is a log file which will tell you how far the tool got and list any error messages.

Anyways, when you make the lattice for Oblivion meshes, make sure that you select the feet, hands, upper body, and lower body nifs for both the target and template bodies.

That will allow the tool to 'merge' them properly.

As far as the rest, feel free to post the log file.

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