BadDogSkyrim / PyNifly

Export/Import tools between Blender and the Nif format, using Bodyslide/Outfit Studio's Nifly layer. Supports Skyrim LE, Skyrim SE, Fallout 4, Fallout New Vegas, Fallout 76, and Fallout 3.
GNU General Public License v3.0
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Full Precision Option #177

Closed Haeretical closed 1 year ago

Haeretical commented 1 year ago

Would it be possible to add full precision as an export option? I am getting seams between bodyparts, but found this can be solved by exporting as fbx/obj to Outfit Studio and setting it to full precision there. Using Nifly would speed up the workflow a lot as it otherwise works flawlessly. Since this in part seems to be based on Outfit Studio, maybe this could be exposed to Nifly during export?

BadDogSkyrim commented 1 year ago

Fallout 4?

Haeretical commented 1 year ago

Sorry, forgot to mention the export target, Fallout 4 is correct yes.

BadDogSkyrim commented 1 year ago

Can you give me 2 nifs which should fit seamlessly? I just did a go-round on this and what I have works with my nifs, but I'd like to check against yours.

Haeretical commented 1 year ago

Easiest option would be to just use Wonder Body for testing, that's the mesh where I discovered the issue first. https://www.nexusmods.com/fallout4/mods/19516 It was exported from 3dsmax with full precision from the original author iirc and there are no visible seams between body/neck/hands. When I imported it into blender and exported it again the seams appeared. They can be hard to spot though. Best testing enviroment was a dark room with a window behind the char, which made the light shine through the seams. Some enbs make it a lot more visible as well, probably because of bloom.

Otherwise, if you need somebody to test the script, I'm happy to help out with that.

podvornyakva commented 1 year ago

@BadDogSkyrim Once again my friend? ^_^ Seams on the neck in Fallout 4... I'm so glad that i quit Fallout 4. Once i've done complete remesh of full body and head and landed them on Nexus - nobody seems was care about them. So i've deleted them. Both Nexus and hard drive. So lot efforts gone to hell... @Haeretical Yes - there is lot issues with Fallout 4 head and body meshes. To solve them all you will need pass a long way. I can give you step by step instructions. It will be hard, and take a lot of your time. But at the end you get solid, export-ready, mesh. So... are you ready to burn down a month of your own time?

BadDogSkyrim commented 1 year ago

It's really not as hard as all that.

  1. Position the head and body so the neck seam is near the origin. (Vanilla does this.)
  2. Make sure vert positions and bone weights match across the seam (this is normal).
  3. Make sure the vertex normals match across the seam (Blender has an operator for this).

That's it for the naked body. If you have clothes that have neck seams (because the upper body shows) there are issues with the underarmor system, but that's a separate kettle of fish and better precision won't help you.

podvornyakva commented 1 year ago

It's really not as hard as all that.

It is much tougher then i typed. Believe me, man. You can check it. Download every body type, install and look closer. Each one have noticeable seam. EACH ONE. Except "Demonica". But Demonica is very unique and lack of support. Each one, man...

BadDogSkyrim commented 1 year ago

Nope. None of mine have seams. The above instructions work.

podvornyakva commented 1 year ago

Nope.

I can't believe you, man. Just can't. Cause i've wasted around half of year, messing with those meshes and textures. Major issue - meshes have a gap. Send me yours body-head set of meshes and i show you the gap on them. Or name those. You can check it by yourself. Import head and body to Bender. Join meshes and check the neck. You will see vertices mismatch. That, what dude talking about - tiny gap, affecting ENB reshader or whatever. And not only neck. Hand seams have a gap to. Those is VERY NOTICEABLE, after leaving Vault 111 on elevator. Female actor rising a hand and there is a hunge gap, if undressed.

podvornyakva commented 1 year ago

By the way, Bad. Can you do one more thing for Skyrim export. Skyrim pretends to have three morph files, for head meshes and faceparts - name.tri with emotions, nameChargen.tri, for face generation, and nameRaces.tri, for race morphs. Can you split, chargen and races morphs to individual files upon export to Skyrim?

BadDogSkyrim commented 1 year ago

Check out FurryFallout. 9 or so races * 2 sexes and not a neck seam in the bunch. (There's a texture problem on the male horses, but it's not what you're talking about.) You have to get the seam near the origin, get the weights right, and get the vertex normals right.

I know about the races .tri but haven't seen it used much. I could certainly check for the known races and split those off to their own tri. Might be most useful if it would work with custom races as well and I'm not sure how to cover that. Maybe any morph that ends with "Race", as the vanilla races do?

podvornyakva commented 1 year ago

Check out FurryFallout.

Check most common body replacers(CBBE, UNB). Not race mod. Common vanilla body replacer. And say it again.

You know, XPMSE bended shlongs used by decades, and nobody care about mismatching adult animations. Author of XPMSE do not care to. That "bend" even ported to Fallout 4. And, is suppose, with no changes, come to Starfield. Nobody care.

I've made complete remesh of CBBE, with full compatibility to any CBBE assets. No seams issues, no messed mesh, no issues at all and cleaned morphs. I've uploaded complete blender source file with textures and guide. And you know what? Nothing changes. Same people come back with the same questions of same topics - "why do i have a seam on a neck"...

About races. Open any vanilla head part in SSEEdit, except some hairs, and look at files appended to part. Every part have nameRaces.tri. Or you can check it in unpacked vanilla data. Brows, eyes, mouth, face additions and face itself have 3 morph files. I'm not talking about RaceMenu addon. I'm talking about core game files. Cause racemenu got to go to hell. New interface for Skyrim is coming... without deprecated Flash dependence. Like one, coming with open animation replacer, with hokeys extended or with community shaders. Community shaders, btw, allow to replace every shader in the game. So extra additional meshes, added by the RaceMenu(for overlays, and morphs), is not necessary anymore. Shaders have no limits for amount of textures, FBOs and VBOs usage. Even geometry shaders exist in community shaders. Parallax fur is on the way. While RaceMenu add meshes(and by that amount of DrawCalls to GPU) shader have only one drawcall and have no glitches on mipmap and LODs, as it does RaceMenu, by ovelaping multiply meshes. Shaders truly can make Skyrim prettier then Starfield.

Пока Кощей(Besethda) над златом чахнет(Starfield and upcoming TES VI), иванушки разобрали чулан на запчасти.