Make Liztails Better Skeleton for Better Bodies asymmetrical

Post » Mon May 07, 2012 7:38 pm

Since there came a discussion about asymmetrical bodies I will ask once more...

Liztail made a http://mw.modhistory.com/download--6028 for Better Bodies once, which doesn't have those ugly claw hands.

Claw hands: http://chlamertes.narod.ru/scrin_bardress.jpg, http://www.worldofelderscrolls.de/morrowind/dlscreens/falconer/FalconerLeather_male.jpg --- Liztails hands: http://i974.photobucket.com/albums/ae224/mwscreen/sidhef3.png, http://i974.photobucket.com/albums/ae224/mwscreen/saxhleelstreifenschwarz.png

I would love to see

1) a split Liztail Skeleton so you can use it on http://i974.photobucket.com/albums/ae224/mwscreen/dark3.png and
2) Those http://img.photobucket.com/albums/v644/harborgolfer/ScreenShot7668sc2.jpg on Liztails round and smooth hands

Usually I give all custom races Liztails skeleton but I cannot give it to asymmetrical races which bothers me a lot.

I asked Liztail once who told me to unfortunately having no time for this but allowing any work on his skeleton which should be seen as resource.

I already asked in some forums but no one could help me with this before. Maybe here?

I think a whole race-modding community would be thankful for this :)
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kristy dunn
 
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Post » Tue May 08, 2012 3:42 am

LizTail has fixed not skeletons but BB meshes and thier skin (bone weights).
BTW this is easyly done in Blender/Max/Maya via assying a new material to a half of a body, exporter does the splitting job (remane new bofy parts to something reasonable in NifScope thereafter). I did this once on request in the past (not able to find files now). However, splitting the model in halfs is not the best solution for high resolution maps like tatoos.: use decal plus new UV sets.
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Eduardo Rosas
 
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Post » Mon May 07, 2012 11:53 pm

Well... actually I have no idea what you are talking about. Liztail himself called it BB_skel - I just used the name he gave it.

I'm no modeler and no one I asked till now could lend a helping hand, that's why I tried it here.
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Jennie Skeletons
 
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Post » Mon May 07, 2012 8:42 pm

WOW, what is that asymmetrical race you linked? That is gorgeous.
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Monika Fiolek
 
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Post » Mon May 07, 2012 8:09 pm

WOW, what is that asymmetrical race you linked? That is gorgeous.

One of Westly's. A Darkling I think http://www.gamesas.com/topic/1234040-westly-presents-the-sidhe-the-darklings/page__view__findpost__p__18675418
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Nicole Coucopoulos
 
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Post » Mon May 07, 2012 7:05 pm

Lovely, thanks.
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Liv Staff
 
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Post » Mon May 07, 2012 8:09 pm

The wings are not the ones belonging to this race but also made by Wes. They can be found http://planetelderscrolls.gamespy.com/View.php?view=mods.detail&id=7363. It is just clothing.
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Rude Gurl
 
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Post » Tue May 08, 2012 12:01 am

Well... no one? Anyone? Please? :blush:
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Tyrel
 
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Post » Mon May 07, 2012 4:45 pm

This is as far as I got. This is liztail's body with an attempt at splitting http://i.imgur.com/Um6lM.jpg. I have NO idea how to fix this. :/
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Katharine Newton
 
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Post » Mon May 07, 2012 11:34 pm

This is probably the wrong NiTriShape node naming. The correct one for multipal body parts is e.g. "Tri Chest 0" ( or "Chest 0"), "Tri Chest 1", "Tri Chest 2", "Tri Chest 3", etc. without brackes (same for rings as body parts - e.g. "Tri Right Hand 0", "Tri Right Hand 1", "Tri Right Hand 2", etc.). Check in NifScope the body parts naming in the original asymmetrical nif. I have posted a long tutorial about creating new bodies on PS, but their forum is down and i cannot find my "writings" on my HDs. Naming is important for MW game engine, it should "know" what to replace with armor/clothes meshes.
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Fanny Rouyé
 
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Post » Mon May 07, 2012 8:13 pm

I will try that. Thank you as always. :smile:

BTW, this is probably wrong, but what I did was click on the chest, select edit mesh modifier, faces, then click and drag and hit detach. Is that not how you split a body? :/

edit - Ok, I'm definitely doing this wrong, cause changing the name didn't fix it. She wears clothing fine, but when I take the clothing off, this happens ^. :(
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Emmie Cate
 
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Post » Mon May 07, 2012 7:21 pm

Than it could be a skin problem. You have to assign a new material(texture in material editor) to these faces (half of the chest in this example; work below the skin modifier in the stack, than switch to the top (skin modifier), i assume you know how to work with the stack, sorry to mention these things), for the second half use another material/texture. Exporter splits a mesh by materials automatically (skin, normals, UVs, etc. are also divided correctly), then rename mesh-nodes in NifScope as above. Usually i am working (skinning, UVs, etc.) on a one-mesh body and just before the export assigning new materials to the body parts/polygon groups that are required in BB model (that's boring - too many body parts, but the result is clean).
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Nomee
 
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Post » Mon May 07, 2012 8:10 pm

Actuallyyyy I just started using max a couple days ago so I could give myself horns. I don't know anything. But I will look up tutorials for the stuff you just said. :)
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Misty lt
 
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Post » Mon May 07, 2012 8:53 pm

I'm watching this very excited :bunny:

Thanks to you both so far :foodndrink:
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Celestine Stardust
 
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