VoorheesAJollyGoodFellow Posted September 20, 2017 Share Posted September 20, 2017 (edited) I found a mod called Bodysuits for CBBE TBBP Unified UNP and Bodyslide by Dalsio and found that his mesh for the male bodysuits was a hi poly naked male mesh essentially. So I adapted it to be a hi poly male body. However, there is a problem with the bone weights. It is present in the original bodysuits mod and carried over into my mod. All I did was change the texture paths and nothing else. Parts of the body are distorted, such as the arms and forearms. There may be more places but I haven't seen them yet. A user on Reddit has discovered what the problem is. I will quote him here: Thanks, and sorry for the late reply. Sadly, I'm not going to be of much help regarding fixing the messed up arm. I'm at the limit of my knowledge here, but I've done some testing which could prove useful. I was able to replicate the messed up arm in the game, both with your high poly meshes, and also by equipping an armored bodysuit from the original mod your high poly body was sourced from (for the bodysuit test, I equipped a bodysuit then adjusted my character's weight in Racemenu). Note that the arm issue does not happen if I set the character's bodyweight to the absolute minimum or absolute maximum. It only happens when the weight was set to anything other than these extremes, and the issue was most noticeable at around 0.4 bodyweight (Racemenu setting). A difference in vertex count between _0 and _1 bodyweight meshes will cause issues like this, but the vertex count of your _0 and _1 meshes are identical. I'm wondering if this is actually an issue with dismember partitions. The hi poly male body NiTriShape has 4 skin partitions (2 of these are bp_torso partitions), but the vanilla male body NiTriShape has 3 (with only 1 bp_torso body partition). It seems this extra skin partition is possibly causing the issue with the messed up arm. An armor mesh export problem (which ended up being solved) in the following link had an extra skin partition that was causing trouble: TES Alliance thread From the thread, the extra skin partition was created when the the Blender export script (nif_common.py) set the limit of bones per partition too low (to 18 instead of Skyrim's 60) when exporting the mesh. Exceeding the limit of 18 ended up splitting the bp_torso partition upon export. Adjusting the script to set 60 bones per partition stopped the bp_torso partition splitting upon export. As for Nif Optimiser for SSE, I suspect something in the conversion process from classic to SSE fixed the messed up arm issue, as the body mesh for SSE still has 4 dismember partitions. I'm no expert at all, but I think the Skyrim Classic high poly meshes need to have their dismember partitions redone, then the mesh exported (using an adjusted export script if using Blender).Second smaller problem: There are some gaps around the neck, wrist, and ankle seams. I know blender can be used to close the gaps but I haven't figured out how to do that yet. Here are some links: Bodysuits modDalsio's profile pageHi Poly Male Body old skyrimHi Poly Male Body Special Edition Any help with this would be greatly appreciated. EDIT: I discovered the issue with the additional skin partition. It is all jacked up and covers a portion of the arms and the torso skin partition is shortened by that vertex area. Here is a link to an imgur gallery: https://imgur.com/gallery/oo3rQ Edited September 20, 2017 by VoorheesAJollyGoodFellow Link to comment Share on other sites More sharing options...
Recommended Posts