Ghogiel Posted December 17, 2011 Share Posted December 17, 2011 (edited) BOOTY! :thumbsup: Too bad about your morphs going bonkers. I still don't know what you guys are doing to invalidate the vertex index. I know it can limit your mesh editing ability by not being able to delete half of it and use symmetry (there is a mirror verts script I have used in the past...)/ not ever collapsing the stack/ reseting xform, and any number of other things. But once you have one version there are loads of ways to speed up making the other version> especially if you have a mesh that is what you want other version to be, but it's vert index is f***ed so it won't morph.. so you essentially have to start over with a clone.. Also the other thing I hate about body replacers is their UV mapping. and having to replace EVERY outfit in the game, and in effect making it only compatible with itself. I would have probably just added new geo/ extra loops the vanilla mesh to get the final topology used in game, then wrapped that topology to my new body shape. Then it's possible to make new wraps based on every body mod shape that is ever made, and also project their textures onto what is still essentially the vanilla UV. UV distortion would be minial as all the different mesh shapes would be be proportionally the same, elbows, wrists, knees, neck all in the same place, so it should all transfer from one to the other with no issues. The only stretching is when they make XXX sized boobs. And then if they use the same UV for the different breast size modules, that UV distortion is probably there anyway on their own mesh and UV. Edited December 17, 2011 by Ghogiel Link to comment Share on other sites More sharing options...
Skree000 Posted December 17, 2011 Author Share Posted December 17, 2011 BOOTY! :thumbsup: Too bad about your morphs going bonkers. I still don't know what you guys are doing to invalidate the vertex index. I know it can limit your mesh editing ability by not being able to delete half of it and use symmetry (there is a mirror verts script I have used in the past...)/ not ever collapsing the stack/ reseting xform, and any number of other things. But once you have one version there are loads of ways to speed up making the other version> especially if you have a mesh that is what you want other version to be, but it's vert index is f***ed so it won't morph.. so you essentially have to start over with a clone.. Also the other thing I hate about body replacers is their UV mapping. and having to replace EVERY outfit in the game, and in effect making it only compatible with itself. I would have probably just added new geo/ extra loops the vanilla mesh to get the final topology used in game, then wrapped that topology to my new body shape. Then it's possible to make new wraps based on every body mod shape that is ever made, and also project their textures onto what is still essentially the vanilla UV. UV distortion would be minial as all the different mesh shapes would be be proportionally the same, elbows, wrists, knees, neck all in the same place, so it should all transfer from one to the other with no issues. The only stretching is when they make XXX sized boobs. And then if they use the same UV for the different breast size modules, that UV distortion is probably there anyway on their own mesh and UV. lol yea The big issue im seeing now, and this is a staggeringly annoying blow... Khajiit and Argonians use the same body as humans and elves....sooooo terrible... the main bargaining chip I was going by was that the texture distortion would be undetectable because I was planning on keeping textures very low detail around the main areas of deformation between morphs (bust, armpits, thighs).... however.... Effing Khajiit and their ridiculously detailed fur, and argonians and their ridiculously textured skin.... terrible... CK where are you???? i wannan change this up so bad... Link to comment Share on other sites More sharing options...
A1x2e3l Posted December 17, 2011 Share Posted December 17, 2011 Usually before Max import i am assembling the whole body (vanilla torso, head, feet, hands) in Nifscope on a stripped (without Havok and not used bones, etc. delete these branches in NifScope) original game skeleton nif (Skyrim does not care what bone structure you have in body parts nifs, i have tested that, but it is handy to test the skin with animated skeletons). In Max i am transferring skin weights from vanilla meshes (e.g. head) on overlapping vertices in a body (e.g. neck area) using Skin Utility (geometry seams should have the same number of overlapping vertices, vertex normals of the new body should be copied via EditNormals modifier from the overlapping ones in the vanilla mesh e.g. head, this removes the normals seams in the game). It is handy to use it (Max Skin Utility) to transfer weights to a modified mesh applying morph modifier on the geometry generated by the Skin Utility (bone weights holder mesh) using your new body as a morph target (obviously Skinwrap is not working for that correctly). Keeping vertex skin weights in a Skin Utility mesh allows to collapse the stack (also after XForm) and work in a clean way on moving vertices (moving them below skin modifier works not always as expected). Texture seams. I guess (i am not a texture person) this could be done in PS CS>=4 (3D mode) via painting across mesh seams. I think we have to accept texture incompatibility (e.g. hands-body) mess from different mods. Unfortunately, i cannot figure out how to use decals in Skyrim shaders: usually i am adding skin details like body tattoos with decal textures with alpha channel and second UV set (btw, i do not like original UVs). Indeed, Skyrim Havok body morphing (e.g. femalebodymorph.hkx) seems to work like Max morph modifier: vertex number and indexing should be identical across 0-1 meshes. Probably, you know all that, i am apologizing. :smile: Link to comment Share on other sites More sharing options...
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