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Posts posted by dagobaking
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Yup, rigged. The tricky thing is that the bones in the nif are usually not a complete skeleton, so the rest have to come from a reference skeleton which nifly (the OS/BS code) already knew how to do.
I'm about to add an option for that tho because the FO4's supermutants use a variant of the regular skeleton which doesn't have all the bones, so they shouldn't be added in.
Well done! Thank you for doing this work.
Any chance you know how to now make it export animations to FO4-friendly hkx files? :)
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All playable species in Skyrim have separate meshes for head, hands, feet and body. So what you have to do is to get all of them into the same scene in your 3D painting program.
How you do that exactly depends on the capabilities of your painter of choice.
I don't know if there are any NIF import plugins for 3D painters, personally I have never seen one. So your best bet is probably to use a 3D package like 3dsMax or Blender to import all meshes into a single scene (and if the importer does a proper job they'll be correctly aligned and scaled automatically), then export the meshes into a single file your 3D painter can read (OBJ is usually a safe bet). While you do this, you have to make sure the UV information of the meshes stays intact and gets exported with them!
Once you have the meshes in your 3D painter you'll have to tell it which textures to use for which mesh. How you do that exactly once again depends on the program. It might not be able to work with DDS textures for example. Or it might not be able to work on several types of textures (diffuse, specular, normal / bump, etc.) at the same time.
In any case, make sure you only work on copies of the textures you want to use as a base, not on the originals in your Skyrim folder. So if anything doesn't work as planned, the textures you have in your game stay intact and can easily be copied back into the painter.
With the proper textures loaded you should then have complete body model ready for painting.
Thank you.
I did get part of this same process completed. Putting all of the parts into one scene and export as .obj worked to then get into Mudbox. And, as you noted, it does not work with dds. So, you have to use other formats. However, I couldn't figure out how to apply separate images for each part in Mudbox (I need to spend more time with it and can probably figure that out). It kept wanting to apply one image file to all parts.
Also, there is another significant problem (at least in Mudbox). The lighting/shader that it uses by default is way off from the game. So, the textures look so dark it may not end up being possible to really work on them and have an idea of what the in-game result will be.
Do you or anyone else know if there are certain settings that can be changed to make the lighting/shader work like Skyrim or Fallout 4? Maybe someone has a config file for this or something?
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I hate to revive such an ancient post. However, it perfectly frames my question.
I would like to work on fixing seams and the OP gives the "right" way to do it. However, it's easier said than done (for me).
For example, in a 3D painting program (I have access to Photoshop or Mudbox), how do I get the Skyrim (or Fallout 4) body into the program WITH the head at the same time so that they are sized and aligned properly WITH their textures applied to them?
Once that is done, I can handle how to do the painting and matching along seams. I just can't get the workspace set up with assets in place.
If anyone can give steps on how to do this or link to a tutorial that covers it I would really appreciate it.
Thank you!
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I tried to update with Appveyor. But, I still get an error that its not the expected game version. I am not sure where to change the game version in the code? Or, maybe that has to be updated elsewhere before we can rebuild?
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Thank you. I was able to accomplish the goal this way:
- Use the method from Nightasy to bring meshes into Maya and copy bones (link above).
- Select the skeleton and new mesh and export selection as FBX.
- Load that FBX into 3DSMax.
- Save that FBX from 3DSMax.
- Import the FBX into bodyslide and use it as a reference to copy bone weights to the original version of the mesh.
Doing the above, you get the benefit of the improved bone weight copying that Maya does. No distortion that I can see.
Apparently, saving from 3DSMax does something to fix the FBX so that it works properly in FO4 while just saving from Maya does not work. I guess it could be some setting that I'm overlooking in the Maya export dialogue... Would love to know from someone what that might be.
Follow up question:
What is the BSSubIndexing and subindex step needed for? I've seen these types of node-adding steps in previous tutorials. But, the mesh appears to work for me without ever having to do that. Is it possible that outfit studio now adds that for you or something? Or, is it some kind of effect needed that I haven't noticed yet in game?
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hm. You can copy weights from a completely different outfit and it re-maps to different outfits. This works within OS. But, for some reason, FBX exported from Maya look ok in OS. But, are broken in game.
What process do you use from 3DSMax? That could work for me as well...
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Does anyone know of a workflow using Maya (or 3DSMax would be ok as well) to copy bone weights from one mesh to another in a way that survives import into FO4?
I tried following Nightasy's tutorial here: https://www.youtube.com/playlist?list=PLCW8BYqMR7Ei21WahZciSqRATOEfjw8H6
However, following that tutorial results in a mesh that is completely scrambled.
I was able to achieve an "unscrambled" mesh by exporting from Maya as .obj instead of .fbx. However, that leaves the mesh without any bone weights. I then tried to use Outfit Studio to copy bone weights. That sort of works. Except that the quality of the copy is very bad. In other words, the mesh with copied bones has big ripples and other distortions when the skeleton is moved in game.
If I make a bone weight copy within Maya, the quality of the copy is much better and no distortions are seen when moving the skeleton. However, of course, that bone weight info is lost if exported as an .obj. And it breaks the mesh into a scramble if exported from Maya as .fbx.
The ideal would be if someone knows how to export .fbx from Maya in a way that imports into Outfit Studio without making the meshes scrambled in game (they look ok in OS but blow up in game).
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Idea:
Create some form of poll or game request page where users can have some input into what games get added to the DP store.
The x number of games with the most votes get added to the store every y months.
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I was able to get part of the way there by saving the DDS as a PNG and importing it as a layer.
However, the texture looks too dark in Mudbox. So, I can't really see how it will look in game while painting.
Seems like there is some rendering/lighting setting I need?
(Also, specular and normal maps don't seem to work like in game. They add green tint or turn the whole texture black...)
Any help would be greatly appreciated. I've checked numerous youtube guides but nothing seems to cover this point...
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I'm looking to make a rock show animation mod for AAF. But, am missing a drum set.
Can anyone provide or point me in the right direction?
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Man. I tried referencing it with GetFormFromFile and I get the same result. It takes 4 seconds just to reference MQ101!
There must be a faster way?
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Thank you!
On a side note, how are you populating pMQ101? I tried adding it as a property in a Quest script and it caused major lag. I guess because its such a large Quest?
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Does anyone have a method for detecting with Papyrus when the Character Creation (the part where you modify your face in the mirror) phase is over?
There are Quest phases that can be detected. But, that does not quite work because StartMeUp triggers before the next Quest phase changes. So, I am looking for some alternative method.
Any help would be greatly appreciated.
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Is there a way to ping osvein to update the mirror so that we can rebuild Autoload?
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I have run into an odd bug. For my mod I create a copy of the player character.
After doing this and then saving the game, once you reload that save, many (all?) vanilla Quests will not start. The actors just sit there frozen.
The odd thing is that they continue to work fine if you go to these scenes without saving/loading.
Here is a breakdown of how the problem can be recreated:
1. Run this Papyrus:
Actor temp = PlayerRef.PlaceActorAtMe(PlayerRef.GetLeveledActorBase()) Utility.wait(3.0) temp.Delete() Utility.wait(3.0) temp = None
2. Save game. Load that save.
3. Then in console:
coc DiamondCityExt03
4. See Piper being frozen...
Any ideas on what would cause this? Are there any variables or states that can be changed to maybe "reactivate" somehow?
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You made the right changes but just tried to rebuild it too early. The build tools fetch the specified F4SE revision from osvein's f4se-mirror repository, so it'll only pick up on a new F4SE version once osvein has updated his repository.
Autoload v1.5.4:
https://ci.appveyor.com/project/reg2k/fo4-autoload/build/1.0.17/artifacts
Aha! Good to know that I wasn't crazy after all.
I will check that repository before building next time.
Thank you!
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@registrator2000
I have tried to rebuild this for the latest F4SE. But, it doesn't seem to be working. I keep getting the wrong version error when starting the game up.
Maybe I'm forgetting a step from last time I did this? Or, maybe something else changed?
Help would be greatly appreciated.
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Texas seems like it would feel too much like New Vegas.
What about Catalina Island?
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OnWorkshopMode doesn't get sent to the player. It only gets sent to the Workhsop object. So you first need to find out which workshop object is closest and register on that.
Ok. Thank you.
That is problematic for my purposes. I'm just wanting to turn off a hotkey during workshop mode. Will be cumbersome to find workshop objects just for this...
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I am using the following code within a Quest script:
Self.RegisterForRemoteEvent(PlayerRef, "OnWorkshopMode") ... Event ObjectReference.OnWorkshopMode(ObjectReference akSender, bool aStart) Debug.Notification("OnWorkshopMode") EndEvent
But, no notification happens when starting or closing workshop mode.
It's odd because I have several other ObjectReference Events working fine on that same script.
Any ideas?
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To set it up make a dialogue topic (inside of an existing branch or make a new branch) then click on the new topic so it's highlighted (or you can rename an existing one). Then use the Keyword pulldown to change the name of the topic to the keyword. Then create the info inside that topic. Then when you call SayCustom it'll play that info.
Ok. I tried this and it didn't play. I used a "robo" voice to make just a random sentence to test with.
Is there something I need to do to complete that and make it functional?
Or any other minimum requirements? For example, does the Actor need to be in an alias in that Quest for this to work?
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Aha! Thank you for the clarification.
Import/Export FO4 nifs directly from Blender
in Creation Kit and Modders
Posted
Right on. It would be amazing if you could figure it out. Animations are kind of held back at the moment because only 3DSMax 15 and 16 work with the plugin needed and those versions are no longer provided by Autodesk. So, there is basically a tool bottleneck.