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AlpineYJ
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Posts posted by AlpineYJ
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When you imported it into Blender, didn't it already have vertex groups? Is the whole thing invisible, or just the new shape?
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Ok, I have this one fixed.
I ended up using the Mesh Rigger (will want to Google it, as it lives on a less than SFW site). I selected one of the pre-imported meshes & copied all of the bones & weights over to the post-imported mesh. It worked beautifully. If anybody wants me to video a workflow for it, let me know. It's pretty easy to use.
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I've used Bodyslide & Outfit Studio extensively. I used CBBE for ages prior to digging into making a new body type. I still use Outfit Studio to make minor armor adjustments after an initial conversion. I don't think it would help me much with this particular issue. :/
I gathered some more information that I am hoping will be helpful. I made and uploaded a 7zip that contains the "before" meshes, "after" meshes, along with two videos. One video shows my workflow for importing & exporting a mesh into and out of Blender, and the other shows the resulting mess using the RaceMenu body slider. I used a pre-weighted TBBP UNP body for this demo. All I did was import it into Blender, then export it again - no other adjustments. There is obviously something I am missing - or there is a trick that I am missing. As I've mentioned, I've used Blender to convert gobs of armors (for my own use), and this is the very first time I've encountered anything like this.
https://drive.google.com/file/d/0B2rUWJmi6w3DbVlKTVdNTG56ZzA/edit?usp=sharing
If the content in the archive is too much for the general viewing public, please let me know and I will pull the link.
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Hey there!
Long time listener, first time caller (Bob & Tom reference).
I made this recently: http://www.nexusmods.com/skyrim/mods/56463
Basically, all I did was form the lower parts of a UNP BBP mesh around a SeveNBase Bombshell body. It didn't take long, and it came out extremely well. A couple of days later, a helpful Nexus user pointed out that the offset of the body was off -vs- the hands, etc. I looked at it using the mod he was referencing, and sure enough - it's off.
Anyway, I had a fix done within a couple of hours, except that I used a TBBP body this time. TBBP bodies (in the past) have given me fits for some odd reason, and this one is no exception. The body shows up in-game and looks fantastic at either the 0 or 100 weight settings. When I move the weight slider in RaceMenu to *any* intermediate weight, the vertices twist and distort themselves really badly - almost looks like a transporter accident (think Star Trek I). When I move the slider all the way to the 0 or 100 side, the vertices "snap" back to position as if nothing was wrong.
I use Blender 2.49a, NifTools, etc, etc. I've converted gobs of armor meshes (non-bouncy) with no issues. The only oddities I run into are when I try to do something with TBBP bodies. I've made the modification within nif_common.py to change the max bones per partition from 18 to 60. Before that modification, the result was an exploded mess.
To summarize: non-bouncy bodies work fine, BBP bodies work fine, TBBP bodies melt at intermediate weights.
I am at work, so I can't post some melty nifs. I will be happy to do it when I get home if needed. If anybody happens to know off the top of their head what is wrong (or what could be wrong), I am open for ideas.
Thanks for any help anybody can give me!
Blender 2.49b --> Blender 2.72b
in 3D Craftworks
Posted · Edited by AlpineYJ
I've just learned (at least from reading on the NifTools forums) that version 2.72+ of Blender has Skyrim-friendly NifScripts integrated. Apparently, it's been usable since October, and I missed the memo:
http://niftools.sourceforge.net/forum/viewtopic.php?f=38&t=5988
Has anybody made this jump? If so, (in your opinion), how was it? I want to do it, but I'm in the middle of about 5 projects. I'm trying to decide if I should wait until my work load lightens up, or just take a week and do it right now.
Thoughts/opinions?