DocMoebius Posted May 18, 2020 Share Posted May 18, 2020 (edited) I'm currently working on some ghoul outfits/ghoul skin replacements. I always wanted to have some ghoul BoS soldiers, so I played a little bit around in outfitstudio. Unfortunately, the nif looks different ingame than it does in outfitstudio. I suppose that's because outfitstudio uses the human skeleton for its preview? I was able to avoid most of the clipping except for the neck area which is kinda screwed up but it should be acceptable. The animations in game look ok, I copied all the bone weights over etc. So my question is, is there somekind of workaround to have outfitstudio display it as is it's gonna be ingame/the ck? It's kinda hard to go back and forth all the time because things look so different. Edited May 18, 2020 by DocMoebius Link to comment Share on other sites More sharing options...
thousande Posted May 19, 2020 Share Posted May 19, 2020 The reference skeleton can be changed in Outfit Studio's stettings window, see the settings section here: https://github.com/ousnius/BodySlide-and-Outfit-Studio/wiki/Installation-and-Settings I've seen people copy the skeleton into a OS directory. Not sure if it is the same. see https://youtu.be/igq6O2vY9II?t=1234 (around the 20:30 mark) I've used the second solution a few times and it works with objects from vanilla Blender or 3dsmax obj exporters.Not looked into it, but I suspect both ways here does the same job.Try it out your self. Link to comment Share on other sites More sharing options...
DocMoebius Posted May 19, 2020 Author Share Posted May 19, 2020 (edited) The reference skeleton can be changed in Outfit Studio's stettings window, see the settings section here: https://github.com/ousnius/BodySlide-and-Outfit-Studio/wiki/Installation-and-Settings I've seen people copy the skeleton into a OS directory. Not sure if it is the same. see https://youtu.be/igq6O2vY9II?t=1234 (around the 20:30 mark) I've used the second solution a few times and it works with objects from vanilla Blender or 3dsmax obj exporters.Not looked into it, but I suspect both ways here does the same job.Try it out your self.Thanks for the reply. I already tried that yesterday but it doesn't work. Guess I just need to work with the CK open then. Edit: I just noticed something that I didn't see yesterday. It seems to be working a lil bit better now. Not 100% accurate but still an improvement. Especially the neck area doesn't seem to have any problems now. Thanks a lot. Edited May 19, 2020 by DocMoebius Link to comment Share on other sites More sharing options...
thousande Posted May 19, 2020 Share Posted May 19, 2020 I think I had similar problems with the feral ghoul. I gave up and did most of these tweaks in OS. Never had problems with the human skeleton, though. Link to comment Share on other sites More sharing options...
DocMoebius Posted May 19, 2020 Author Share Posted May 19, 2020 (edited) Well, I just planned on going with the lousy ghouls I had yesterday but now that I checked the skeleton method again thanks to your recommendation, I can actually do some better stuff. I still need to switch back and forth between the CK and OS but it's definitely a huge improvement. Edited May 19, 2020 by DocMoebius Link to comment Share on other sites More sharing options...
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