MarchUntoTorment Posted March 16, 2016 Share Posted March 16, 2016 Firstly, thanks Kikaimegami! Your guide is incredibly detailed, and is going to be a big help when I start doing this for myself. However, for now, can I ask - 1. Can Bodyslide be used with male bodies, or is this only usable for female bodies? 2. Is there any way to get the dimensions of a power armour frame loaded in Bodyslide, if I were to try and create a weapon that would slot over power armour? (Nevermind how I'd attach it to the power armour frame; I'd probably have to create a custom armour piece, or maybe an object modification.) Link to comment Share on other sites More sharing options...
Jkroovy Posted March 16, 2016 Share Posted March 16, 2016 (edited) Ahhh i misunderstood some things! thanks for your quick reply :blush: So far the limit seems pretty random from bone to bone, though the bones labeled with _skin_ in their name seem to cover a larger area most of the time. Talk about random bones appearing... didnt realise till i tested and bits started floating around... i had about 5 extra ones to clean up :pinch: And dont get me started on forgetting the little important steps, every other mod i upload seems to have old file paths or something (for at least a few hours until i fix it) haha. MarchUntoTorment - Bodyslide/Outfit Studio works with most things it just depends what your trying to do, it doesn't like some .nifs, and if your messing with the power armor frame you will need to use the IsPowerArmorFrame keywords in f4Edit for it to appear, those keywords are then applied to an armor (maybe other things) as well as the Frame ARMO and when you get into a power armor frame *ping* it appears as the one the keywords tell it too. Thought id mention this as it took me a good week or so to realise when i was making my (unfinished) power armor frame mod, Less Metal More Meat, you might want to check it, hope that helps a bit :smile: Edited March 16, 2016 by Jkroovy Link to comment Share on other sites More sharing options...
Descivii Posted March 16, 2016 Author Share Posted March 16, 2016 March, no, there's no male bodies represented in BS or OS. You can load the power armor in OS, more specifically the piece you'd want a weapon or whatever attached to so you get a feel for placement. Link to comment Share on other sites More sharing options...
Descivii Posted March 16, 2016 Author Share Posted March 16, 2016 jkroovy, the best method so far seems to be to assume that anything not directly on top of the body weighting color may not take weights so I've made it a habit of assembling my weapon the way I want and position where I want then move parts that are outside the weighting color to be within it and make a note for each piece, do the weight paint then move them back. I almost always end up with suppressors, muzzlebrakes, etc... unweighted if I don't do it this way, then I have to redo it again. Link to comment Share on other sites More sharing options...
Kikaimegami Posted March 17, 2016 Share Posted March 17, 2016 MarchUntoTorment, jkroovy: You're welcome :smile: If either of you need to ever pick my brain, feel free to send me messages if it's not something you'd want to post. It may take me time to reply sometimes, but I do my best. Looks like all the questions already got answered, though I am glad that even in its current state, the guide is helping people. And I swear I'm going to rewrite it as a proper tutorial with screenshots and sample files and all those shiny things, as soon as I get my rampant mayflyesque attention span under control. I did, however, manage to tabula rasa my FO4 install and get it back into working order with the 200+ mods for my save-files to load (holy crap) so now it actually launches on the first try instead of taking a dozen or so before I can get all the way through loading a save :dry: To be fair, I'd been installing/creating mods from nearly day one and there was a lot of trash in the install directory and old kludged together homebrew compatibility patches to make all the mods play (sort of) nice together, so... Let that be a lesson. Always have a clean version of your Data folder saved somewhere. I usually do, but this time I stupidly forgot and so kept putting off redoing the entire install because effort and slow internet. The downside to fixing it is, of course, I then wanted to play it, and ten hours of settlement-designing and reluctant questing later, I remembered I had other s*** to do :ermm: Abernathy Farm looks awesome as hell now though. I love that location. I should see about adding all the vines to the workshop so I can properly make that tower a real jungle... Anyway. A few notes: 1. I don't know of any male slider sets for BodySlide. I'd love it if someone made some. What I have been doing when I need to refit something for dudes is using OS to export the meshes as obj, then loading them into Blender and using lattices to reshape them to the male body how I want, then exporting them and re-importing them into OS. This process is something BodySlide automates for female body conversions of course. 2. Bear in mind, I am not a professional 3D artist and the following is stuff I've just picked up or learned along the way and if I get some terminology wrong, I apologize. Skin bones are children of the bone they inherit their names from, so SPINE2 is the parent of Spine2_rear_skin, meaning that skin bone will move and rotate with SPINE2 as well as having its own translations and rotations. So for example, if an animation rotates SPINE2 10 degrees along the Y-axis, Spine2_rear_skin will rotate that much too, then if the player's slider choices on that physique triangle are also saying that the character is on the chunky, spare-tire-having side and is translated -0.5 along the y-axis, then that bone will rotate 10 degrees and move -0.5 along its (native) y-axis at the same time. So what that means for you, is if you want your mesh to always stay in the same place and ignore physique sliders, you could weight it to its parent (SPINE2), but if you want your object to take those into consideration, then weight it to the _skin bone. Are there animations that ignore this? I have no idea. Knowing what I've seen in some vanilla assets in previous games.. I wouldn't be surprised if there weren't weird edge-case animations that do :rolleyes: I know the PA entry animation makes damn sure you're a very specific size (just go look up on youtube any video where someone told a child to enter some Power Armor... hahahaha), but as far as I know, that doesn't bypass hierarchy. You can see the skeleton hierarchy in Fallout4 - Meshes.ba2/Meshes/Actors/Character/CharacterAssets/skeleton.nif which can help you decide just what bones you want to use depending on the effect you're going for. 3. I can't help but restate how important and useful it is to remember that what Descivii posted is a thing you can do. It sounds hackish and kludgey, but damnit it works. It also worked for using the conformulator in previous games to force things into working with facial animations despite their locations not normally letting them inherit the correct values (like bottom lip piercings... my god they animated ugly as hell if you didn't use that trick to make them only animate with the chin). I still need to sort out doing facial animation-compatible crap for FO4... Damn hkt files. I almost always end up with suppressors, muzzlebrakes, etc... unweighted if I don't do it this way, then I have to redo it again. And then you get frustrated and mess something else up, and in the end you've redone the whole thing like fives times :wallbash: Even I still get caught having to redo things multiple times :ermm:, especially when I'm worked-up and getting mad at it. Then again, sometimes having to redo something also makes you notice better ways to do certain parts than how you did it before, so it isn't always time wasted. In the future, when you end up with bits unweighted like that, what you can do is start over, but right-click->Delete Shape on all the bits that were done correctly the first time and only redo the bits that need it, then load your first attempt as Outfit with "Keep other shapes" checked and delete its broken shapes (you may want to rename the fixed shapes before doing this just to keep everything straight), and export the resulting pile of hopefully-all-working shapes. That way you don't have to reinvent the wheel too many times. ...I say this, but usually forget to do it myself. And dont get me started on forgetting the little important steps, every other mod i upload seems to have old file paths or something (for at least a few hours until i fix it) haha. Oh my god, I know right? Or accidentally uploading something with your dev files intact. Or your dev version of the esp. Gah. "Why is this 7z file so friggin huge?! ...oh, there's a couple of 100MB psd files in there." 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OpxaHKeyvaN Posted April 17, 2016 Share Posted April 17, 2016 I wouldnt want to revive a dead thread but I reaaaaaly need some help. In NifSkope the SLSF1 values are all grayed out and ı cant change them like im supposed to . Do you have any idea why is this happening ? Link to comment Share on other sites More sharing options...
Darkleon54 Posted June 10, 2016 Share Posted June 10, 2016 Very useful tutorial here, but I'm a bit lost, can someone link me or make a video tutorial to do it please ? Link to comment Share on other sites More sharing options...
LiquidPlazmid77 Posted June 22, 2016 Share Posted June 22, 2016 I'm having trouble converting my mesh into an apperal item and I really need help. Link to comment Share on other sites More sharing options...
ubermaucer Posted October 9, 2016 Share Posted October 9, 2016 im sorry im a massive noob, but can you give visual tutorial (maby screenshots) of how this ( - Make the Wearable NIF's settings the same as the original's except for leaving SLSF1_Skinned active on the wearable one.- This is the same list you will see SLSF1_FaceGen_RGB_Tint that needs to be removed.- If your original has SLSF1_Environment_Mapping, do not forget to set Shader Type to Environment Map.- You either need to blank out the Name field, or enter the material file the original uses. ) part goes? thank you (= Link to comment Share on other sites More sharing options...
solonlost Posted November 10, 2017 Share Posted November 10, 2017 Sorry to resurrect this, but it seems like the relevant place to ask the question. I've been looking at the functionality for the weapon racks, and they seem to use nothing more than a node to attach an actual weapon to the model. I've been doing a little experimenting, but so far I haven't been able to get any joy. Essentially, I want to use the same functionality registrator2000 uses in his visible weapons mod. Now, before I try and reinvent the wheel and dump lots of hours into this, has anybody looked into this? Am I missing something that would make this impossible? So far the only caveat I can find is that the mesh you want to hang the weapon on may need a node added to it, seeing as I can't seem to find a way of attaching something to a node with a specified offset. I'd love to share thoughts on this with some more experienced folks before I get further into it. Link to comment Share on other sites More sharing options...
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