Tigersan Posted May 21, 2010 Author Share Posted May 21, 2010 I don't think you understood the reason for the split object discussion. I can easily separate the mesh into the upper, lower, arms, legs, hands, feet objects. The point was to try and preserve the UVs...without the edges binding together. Also, the separated OBJs have missing polys at the waist and feet...but since there are no UVs at all in that version, it is a moot point since the faces could be re-added. But still, if the UVs have to be re-created, the body really needs to be a single object (no separations) I did a quick analysis to see how much work this would involve and it seems that it would be quite a bit more than just rigging the body to the Oblivion skeleton. The tasks I foresee are below: Remodeling: Modify the neck (heavily), shoulders, elbows, wrist, fingers and hips to match the skeleton. Meaning 1/2 of the mesh needs to be deleted and mirrored to ensure uniform changes - Next line item presents a problem for this)Remodeling: Legs are already clipping (thighs sink into each other by about 2 inches!)UV: Create a new UV map from scratch. The original did not really lay down a good non-overlaying map and tended to kink up in curvy areas.Texture: After UV is re-created an entirely new texture would need to be created.Texture: New Normal and Specularity mapRigging: Most "fast" methods will not work and it will require a lot of refinements due to the size and positioning of the muscles. But know that there is no amount of rigging possible that will prevent unnatural clipping. It will be a give-and-take process the entire way. The existing (limited) bone structure and animations do not work well for large-mass bodies like this.The following images show the Oblivion skeleton + original Oblivion female + new muscle female and how they relate to each other: As it stands, there is simply too much work that needs to be done for me to actually complete in any kind of timely manner...and would require my other projects to be put on hold. (I'm just too slow) In case any Blenderheads would like to have a go at this, here is the Blender file: Download HereLayer 1 = Skeleton + Vanilla HeadLayer 2 = Skeleton + Muscle BodyLayer 3 = Skeleton + Vanilla BodyNOTE: UVs, Textures and basic rigging exist on this model but are just temporary as mentioned above.LHammonds Thanks for all the time and effort that you put into this! Remodelling the mesh i actually very quick and easy i have that character rigged in poser so scaling bodyparts is easy as i have 1000's ofmusclemorphs as dials i can make her "Notclip" in matter of minutes only thing i need is the mesh from oblivion, ill export it from nifskope and position my model exactly the same.I had to make her less hulkish lol she looks more realistic nowand that prevented thighs from clipping... Once im done with this ill send you the new zip. As for the textures, its my fav partI love making maps and im good at it it wont take me more than few hours as soon as ill have the new UV template. Is it possible to move skeleton's legs out for rigging so that her thighs wont clip? or it has to be in that defaut pose? THANKS! Link to comment Share on other sites More sharing options...
Tigersan Posted May 21, 2010 Author Share Posted May 21, 2010 Ok i matched the oblivion mesh almost perfectly ;) even fingersheres the zip http://www.tigersanphotography.com/Mesh_Fixed.zipBig pic ---> http://www.tigersanphotography.com/Mesh_03.jpg Link to comment Share on other sites More sharing options...
Tigersan Posted May 21, 2010 Author Share Posted May 21, 2010 Ok I got a better idea i simply morphed original oblivion mesh in ZBrush, that way i will be able to usemy maps i already made for Oblivion Heres the zip, this shouldnt present much problem rigging right? its an original oblivion mesh.http://www.tigersanphotography.com/OblivionMorphedMesh.zip So please if you can just give it a last look, and if my fix to the musclebody helped and made it possibleto do something in relatively short time, please do, if not just use the oblivion morphed meshes i made. Thanks again! :) Link to comment Share on other sites More sharing options...
LHammonds Posted May 22, 2010 Share Posted May 22, 2010 Rigging looking great so far. Link to comment Share on other sites More sharing options...
Tigersan Posted May 22, 2010 Author Share Posted May 22, 2010 Rigging looking great so far. Looks awesome!!! i was thinking of dome armor for her how do i go about modding one of the Oblivions armors in order to match her bulk?I'm in your debt, if you need any texturing or modelling work I'll be glad to help just let me know. This is the addon I posted, you can use textures from that addon and try to make that mesh work with this race. http://tesnexus.com/downloads/file.php?id=24411 :) If you ever get some spare time to try, would you give a shotto that more detailed mesh I made? Its set to match the skeletonas well... :) Link to comment Share on other sites More sharing options...
LHammonds Posted May 22, 2010 Share Posted May 22, 2010 Once again, I am all but done with something and get pulled away to do other things. I was done in about 20 to 30 minutes and was in the process of exporting to NIF. I got all the kiddos to bed but in the process of getting the baby to sleep, I fell upon my own sword and dozed off; slumped over in my rocking chair like a dead man. hahaha. Anyway, I woke up and started for bed but remembered my PC was on...then I remembered how close I was to finishing and exported the last NIF. I did not test this in-game yet so don't be surprised if something is wonky...but I thought I'd share before I went to bed. I probably won't touch my PC at all tomorrow as it is going to be an EXTREMELY busy day. LHammonds Link to comment Share on other sites More sharing options...
Tigersan Posted May 22, 2010 Author Share Posted May 22, 2010 Once again, I am all but done with something and get pulled away to do other things. I was done in about 20 to 30 minutes and was in the process of exporting to NIF. I got all the kiddos to bed but in the process of getting the baby to sleep, I fell upon my own sword and dozed off; slumped over in my rocking chair like a dead man. hahaha. Anyway, I woke up and started for bed but remembered my PC was on...then I remembered how close I was to finishing and exported the last NIF. I did not test this in-game yet so don't be surprised if something is wonky...but I thought I'd share before I went to bed. I probably won't touch my PC at all tomorrow as it is going to be an EXTREMELY busy day. LHammonds Niiice!!! That looks awesome however there are few tweaks i need to do to the mesh once I saw it in game it needs some refinement. Do you know any tuts on how to do what you just did to that mesh ? I'd love to learn and make my own stuff. :). Heres the link to the fixed mesh. Certain areas looked weird and unproportional. Forearm were thin as regular unmorphed mesh from one angle lmaoi didnt rotate the view angle enough in zbrush. Now its all good. :)http://www.tigersanphotography.com/OblivionMorphedMesh2.zip I have downloaded blender and all plugins needed to play around with oblivion stuff. I'm also downloading 5.5Gigs of videotrainings so I'm gonna play around as soon as I learn how to use blender:P Link to comment Share on other sites More sharing options...
LHammonds Posted May 23, 2010 Share Posted May 23, 2010 What I did in Blender was embarrassingly easy actually. It requires no actual skill...just knowledge of the correct procedures. Import both OBJ files.Import the Female NIF (from "Full Human Male and Female Topless Import-Ready Body 1_0" on my Blender page)Rotate and size the imported OBJ objects to match the imported NIF file.Separate the OBJ pieces to match the separate pieces from the NIF version. (Edit Mode, select the desired verts, press "P" to move them into a new object. The "L" key comes in handy when separating objects that were once separated before)Add or adjust the material properties for each object (correct special names like "Skin", ensure the TextFace button is clicked, only one material assigned per object, Map Input to UV, attach correct image, etc.)Select one part from the OBJ (like the arms) and the corresponding part from the NIF (the arms in this case).With just the two like-pieces selected, run the script called "Bone Weight Copy" which will transfer the rigging from one mesh to the other.Do the same with all other pieces.Delete the skeleton that was imported with the NIF, save the Blender file and close Blender.Re-open Blender, select all objects and import the Female NIF again but this time selecting the button that says import skeleton only and parent to the selected meshes.Attach an armature to each of the OBJ pieces and name it "Scene Root" in the OB field.Delete the imported NIF body as it is no longer needed as a reference. Save the Blender file.Delete all objects except that which should be in the "upperbody" NIF file that we will export (be careful not to save the Blender file at this point because we want to revert back to the point above this line. Select All and export to NIF as "upperbody.nif"Exit Blender (or close the file) without saving. Re-open your Blend file and delete all objects except the "lowerbody" pieces. Select All and export to NIF as "lowerbody.nif"Open each NIF and make sure it looks right and run through the spells (Optimize-->Remove Bogus Nodes, Sanitize-->All 4 of them)Well, that's it in a nutshell. There are several other things I do but I'm not sure if they matter that much...I'm just super-picky. (removing doubles, checking normals, naming all objects/materials with good descriptive names, converting tris to quads...but the ease of that depends on the original mesh, etc.) LHammonds Link to comment Share on other sites More sharing options...
Tigersan Posted May 23, 2010 Author Share Posted May 23, 2010 What I did in Blender was embarrassingly easy actually. It requires no actual skill...just knowledge of the correct procedures. Import both OBJ files.Import the Female NIF (from "Full Human Male and Female Topless Import-Ready Body 1_0" on my Blender page)Rotate and size the imported OBJ objects to match the imported NIF file.Separate the OBJ pieces to match the separate pieces from the NIF version. (Edit Mode, select the desired verts, press "P" to move them into a new object. The "L" key comes in handy when separating objects that were once separated before)Add or adjust the material properties for each object (correct special names like "Skin", ensure the TextFace button is clicked, only one material assigned per object, Map Input to UV, attach correct image, etc.)Select one part from the OBJ (like the arms) and the corresponding part from the NIF (the arms in this case).With just the two like-pieces selected, run the script called "Bone Weight Copy" which will transfer the rigging from one mesh to the other.Do the same with all other pieces.Delete the skeleton that was imported with the NIF, save the Blender file and close Blender.Re-open Blender, select all objects and import the Female NIF again but this time selecting the button that says import skeleton only and parent to the selected meshes.Attach an armature to each of the OBJ pieces and name it "Scene Root" in the OB field.Delete the imported NIF body as it is no longer needed as a reference. Save the Blender file.Delete all objects except that which should be in the "upperbody" NIF file that we will export (be careful not to save the Blender file at this point because we want to revert back to the point above this line. Select All and export to NIF as "upperbody.nif"Exit Blender (or close the file) without saving. Re-open your Blend file and delete all objects except the "lowerbody" pieces. Select All and export to NIF as "lowerbody.nif"Open each NIF and make sure it looks right and run through the spells (Optimize-->Remove Bogus Nodes, Sanitize-->All 4 of them)Well, that's it in a nutshell. There are several other things I do but I'm not sure if they matter that much...I'm just super-picky. (removing doubles, checking normals, naming all objects/materials with good descriptive names, converting tris to quads...but the ease of that depends on the original mesh, etc.) LHammonds how did it take you 30 minutes? Only separating those pieces took me about 3 hours becauseof selecting the whole thing face by face :/ hehe Link to comment Share on other sites More sharing options...
LHammonds Posted May 23, 2010 Share Posted May 23, 2010 Separate the OBJ pieces to match the separate pieces from the NIF version. (Edit Mode, select the desired verts, press "P" to move them into a new object. The "L" key comes in handy when separating objects that were once separated before) how did it take you 30 minutes? Only separating those pieces took me about 3 hours because of selecting the whole thing face by face :/ heheWhen I was in Edit Mode for the upper body, I put my mouse over one vertex in the arm and pressed L which highlighted the entire arm. I then put my mouse over one vertex in the other arm and pressed L which then highlighted that entire arm. With both arms selected, I pressed P which moved it into its own object. I got out of Edit Mode and renamed the arm object to "Arms." Same procedure for the bra and underwear. It took about 60 seconds to separate everything and name the new objects to match the vanilla Oblivion mesh. LHammonds Link to comment Share on other sites More sharing options...
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