Jump to content

i need help adding an item to an outfit in bodyslide


jackalx137

Recommended Posts

I posted this in another places sorry about that clearly this is where I should have posted it

 

 

so my problem is im trying to add a skull and bow to an alice dress i made in bodyslide, i give it the right placement weights and yet they do not show up in game. i had the same problem with a borderlands outfit i made which wouldnt display a lunch-box i tried to add to the belt. idk what im doing wrong or not doing right but if anyone could tell me that would be most helpful as what slows my moding down the most is trying to figure this out.

https://www.nexusmod...0606?tab=images

 

Link to comment
Share on other sites

try add some segments to it. I think if you add 4 total segments (0-3) that the last segment will be the torso. if it lights up fully red when clicking the last segment that means all the vertices are assigned to that segment. That is what you want for something simple. From there once that is done, then copy bone weights from your reference.

 

even if you are hand painting bone weights I found for some reason you need to copy from a reference first otherwise they are invisible in game? just my experience I could be wrong. Once reference is copied you can tweak by hand or right click on a bone and remove it from shape, then redo it by hand.

 

For segments, you can add up to 7 for humans (0-6) and then include subsegments of say torso, Left upper thigh, left lower thigh, right upper thigh, right lower.

 

Open mesh in nifskope and click on a body then select the segments drop-down in the bstrishape info towards the bottom click on each segment to see which body part each correlates to.

 

For breaking it into subsegments tho, you need to have start and finish groups of vertices. I don't actually know how to do this other than a guess that entering zero as the start for the torso section and adding a number say about half of the total vertices as the end point. Then starting the next segment ant that number the last one finished on. This method is using nifskope and is basically a rough estamate of trial and error with adjusting the numbers. I have no idea if it works.

 

OutfitStudio might auto assign these number when subsegments are added IDK, there is a drop-down of all subsegment body parts and you just need to add them to the correct segment.

 

There is also a slot to ad an SSF file which is something to do with that subsegment data.

 

Basically, if your dress already has all this data, copy it all over to the bow, that would be the easiest way of course.

 

I haven't done much on subsegments and I think they are mainly used for vats but might also be for other things like physics.

 

It may not be the cause of the invisibility as I mentioned sometimes it will be that a bone weight reference is required cos hand painting weights doesn't seem to work for whatever reason without adding a reference first.

 

Hopefully a modder who has made an armor before can tell you more, I have only used outfit studio for other things.

Link to comment
Share on other sites

Ah man I get so many of these problems, it really could be a number of things...

 

If you made the skull bow in 3ds max, you could check that the pivot point is at 0,0,0 and reset Xform center to 0,0,0

 

It could be missing weight info, you could try weighting in 3ds max, or copying bone weights from the reference in OS before hand painting.

It could be subsegment data, in which case, convert the mesh to bstrishape in nifscope and then re-add segment data in OS.

 

If the skull bow is an OMod then make sure the connection point is scaled to 1.0.

 

If you have an alpha layer, maybe the threshold is at the wrong value.

 

Does the original outfit have an object template in CK that is overriding which mesh shows up.

 

Does the skull bow need an fsx node from the Base static object.

 

Not sure what the problem is from here, but it's bound to be one of those problems ^.^ hope you figure it out mate, that outfit looks great!

Link to comment
Share on other sites

I replied in your other thread, but I'll repeat it hear. If all you are doing is adding a "static" item to an outfit mesh - Export the static item as an .obj file --> then import the item back into OS --> copy bone weights as normal --> profit!

 

Let OS do all the work for you. It quite literally takes only minutes to do.

 

NP. When copying bone weights you may sometimes need to slightly increase the "search radius" for items that extend too far out from the body, so that OS can find the vertices for the add-on. I wouldn't recommend extending them too far however, as that can lead to weird mesh warping issues. Instead, try looking for a vanilla outfit that has similar dimensions or accessories and using that as your reference to start with.

Link to comment
Share on other sites

As mentioned by others, it should be pretty straightforward if u do it thru outfit studio. Just import ur obj mesh and copy the bone weight. Since ur object is so close or infact on the body, its even easier with the weight painting. I did something similar but my object was quite far away from the body but it has to move accordingly to the body. That took me a while to paint things manually and check thing in-game...
Link to comment
Share on other sites

thanx guys, it worked, its alittle odd.. as the skull and bow needs to be above my head in OS to be seen in game on ones lower back. however it works fine. idk why it needs to be up there but whatever it looks normal in game. ill just finish up the texture when I get a moment then post it. and thanx again everyone

Link to comment
Share on other sites

Lol, was browsing mods and seen your page, yesterday. Seen the Alice mod and that it was posted in 2016. Came here immediately remembering this post from last week to see if it was someone stealing your assets and trying to make them work.. but nope. lol all you :smile:

 

 

That is odd about the bow but often things like hands and faces are set in different locations and have x,y,z values, (is it offset?) that lines them up perfectly. other times, you line up stuff perfectly in OS but in nifskope it is floating and off to the side as well as being tiny..

 

There is how the same mesh looks in OS compared to nifskope. in game it looks like OS thank goodness.

 

https://imgur.com/a/b7YR91V

 

https://imgur.com/a/asYzLNW

Edited by Guest
Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...