Annyxtopheles Posted September 20, 2022 Share Posted September 20, 2022 (edited) Take a look at these screenshots first please. In BodySlide: https://i.imgur.com/3dBoh6b.png In game: https://i.imgur.com/dVOTFrt.png More: https://i.imgur.com/naEeNxq.png // Mask affected by Head movement, was supposed to be on Shoulder https://i.imgur.com/PL7zyYM.png Another: https://i.imgur.com/OzrwWz0.png // Same as before but was supposed to be attached to the waist, where the pouch was I, don't know what to do. Context: I've never done a mesh edit prior to this project, something I really wanna make. It mostly focuses on diversifying the Cultists of Hermaeus Mora by tweaking their ranking system, editing the meshes to make different outfits for each rank: Adept, Ascendant, Master, Arch. Have ideas for textures, I'll try my best. But FOR NOW, I'm stuck here. Edited September 20, 2022 by Annyxtopheles Link to comment Share on other sites More sharing options...
Hanaisse Posted September 20, 2022 Share Posted September 20, 2022 Moving things on armor is not as simple as you may think. If you want to move things to different spots on the body you need to re-do the weight painting. For example;The mask is weighted to the head bone so it moves with the head (as you see).To move it to the shoulder you need to remove the weights to the head bone, and weight it to either the clavicle or pauldron bone. Same with moving other parts, like the mask to the waist would need the weights of pelvis and probably one of the spine bones. Along with weight painting you'll also need to change the Partition slots from Head to Body. I suggest looking up tutorials on creating armor in Skyrim, or come into the Bodyslide Discord for more help. Link to comment Share on other sites More sharing options...
LogicRock Posted September 20, 2022 Share Posted September 20, 2022 (edited) When you move a piece of geometry, make sure the thing you want it attached to is set as the reference shape. Then select the shape that you moved, right click, and copy bone weights. The default values are typically pretty good at getting the job done, although depending on what it is supposed to be, you may get unintended effects. For example, of the piece is meant to be hard metal or otherwise inflexible, but attached as an accessory, default weight paint values will probably cause it to contort with the body as if it were a piece of flexible material. So start with copying bone weights then tweak from there. Think of the weight paints as heat values, cool = less, warm = more. Such as, blue = less stretch, orange and red = more stretch. Edited September 20, 2022 by LogicRock Link to comment Share on other sites More sharing options...
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