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Mesh orientation in Outfit Studio is borked?


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Long story short I wanted to mod ghouls and super mutants character meshes, but I found that in Outfit Studio those two (and likely more I am yet to discover) don't seem to be properly situated. Super mutants appear tilted, and ghoul bodies don't line up with their head placements.

 

The pictures are obnoxiously large so I put them in the spoiler below.

 

 

 

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As you can imagine this somewhat complicates working with these character meshes. Is there a fix or workaround for this? Or has this always been a known thing amongst the modding community that I'm only just discovering now? Any and all help appreciated!

 

Humans and human outfits are still properly placed and aligned, it seems to be affecting non-human characters I should add.

Edited by CatsWithMachineGuns
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Well, I never fiddled with non-humanoid creatures in os, I was not interested ... But, don't these creatures have their own bones? What is in your picture clearly indicates that this is a bone problem. The meshes were unable to form the skeleton.nif rig and were skewed. It is necessary to see if, for example, a super mutant has its own separate skeleton.nif and to register this skeleton instead of a human in bs for the duration of work. Edited by South8028
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Late coming back to this thread but thanks for leaving a response!

 

After reading your reply I did come back and try again by setting the reference skeleton in Outfit Studio to refer to either the ghoul and/or super mutant skeleton, though they still seem to be improperly oriented. When you say "register the skeleton instead of a human in bs" did you mean bodyslide when you said bs? Or was that a typo and you meant os (Outfit Studio I presume)? If the former, then I'm not sure how to approach that given that I've never worked with bodyslide before.

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Late coming back to this thread but thanks for leaving a response!

Â

After reading your reply I did come back and try again by setting the reference skeleton in Outfit Studio to refer to either the ghoul and/or super mutant skeleton, though they still seem to be improperly oriented. When you say "register the skeleton instead of a human in bs" did you mean bodyslide when you said bs? Or was that a typo and you meant os (Outfit Studio I presume)? If the former, then I'm not sure how to approach that given that I've never worked with bodyslide before.Â

OS and BS are two parts of one program. Both parts work with a skeleton that is registered with BS. In sittings (button at the bottom right in BS), you need to specify the skeleton from which meshes are rooted in BS and OS. These guys (I looked) have their own skeletons. Accordingly, the supermutant skeleton is located in the actor / supermutant / characterassets folder. Unpack these BAE meshes and bones, and try to root this guy's skeleton into BS before importing the mesh into the OS. The fact that the problem with the bones is 100%. I had this problem with a human skeleton when I attached the daughter bones of the legs to re-skin the knees. In the game everything looked ok, but in os the meshes were skewed.
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That seemed to get it set properly, many thanks!

 

I didn't realize that Body Slide and/or its settings also played a role in what goes down in Outfit Studio. Like I said, I have never used Body Slide (I'm content with vanilla bodies) so it was never really on my radar to begin with. I'll have to keep this trick in mind for the future if I edit more creatures, thank you!

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