I would love it if someone could perhaps give me a step by step tutorial on how to convert modded outfits to my modded body (SBBF). I'm very new to blender and don't know what I'm doing. Any help would be greatly appreciated.
Hi there! I've been using this tool flawlessly for the past few months. Suddenly, today, I've begun encountering a strange issue. Using the same settings I've always used:
Vertex ID Shape --> Transfer as Shape Key World
Up until today, this worked just fine, but now it's causing the body to blow out. Is anyone else having this issue? I haven't changed anything in blender--no add-on changes or anything. I've been using 3.6 but installed 4.0 with fresh installs of everything and having the same issue.
Using the provided .blend file, HUM_F_to_FS works flawlessly. Super clean!
However, when attempting to convert HUM_M_ARM_Barbarian_A using HUM_M_to_FS, the armour size is set to MS proportions upon Shape Key removal. Selecting just HUM_FS has it retain HUM_M proportions. TIF_FS also does the same thing.
Ahha, right you are. I didn't even think to look at the shape key names.
So atm it there is no premade conversion data from M to F, like with F to SF and so on? Asking to be sure. Would need to create my own shape keys, right?
And thanks for answering, and making this addon. It's GOAT
The addon has been working perfectly to fit outfits to the shape of a custom body, but it seems some physics enabled objects are breaking when the exported mesh is loaded in game. Some cloth objects work fine, while others, like capes, have holes in them despite appearing fine in Blender.
As an example, the gold decorations on the thighs of "DGB_M_ARM_BarbarianMagical_A_Belt" droop down to the ground and swing around as if they're on long rubber bands when walking, while the cloth pieces of "DGB_M_ARM_Dark_Justiciar_A_0_Body" are perfectly fine.
Do you happen to know if this is an issue with the refitting process, or maybe a problem with the lslib export?
Edit: Seems to happen on the _Basis export too, so it doesn't appear to be caused by my particular shapekey design. Strangely enough, importing the base vanilla armor, and exporting without making any changes seems to break cloth physics entirely and the mesh becomes static. Are there any specific GR2 export settings I should be using when attempting to export manually?
Edit 2: The holes in certain cloth items were caused by the gr2 import addon flipping random faces, and it only seems to happen on thin cloth with faces on both sides. As for the broken physics, I just disabled the cloth property for all meshes and made everything static for now.
Yeah, I did some further digging and it seems most of the issues lie with the collada exporter. Norbyte is busy keeping the script extender up to date, so it seems the exporter is on the back-burner for now.
Hi again! I am still getting an error every time I run the add-on -- I have tried even completely uninstalling and reinstalling blender, then only this add-on. I'm not sure I am doing wrong but any help would be greatly appreciated, even just a manual workaround to describe what the add-on is doing automatically.
ReallyLazyIcarus would you be willing to take a commission for a few items fit to a modded body? Or even just to help me with the process on a first one? I have been driving myself crazy trying to do it on my own and would be very grateful (and happy to compensate, of course) for some help!
The Mesh Data Transfer can be used to generate shape keys it says? How can I use it that way since I see no option to do so in my blender. Also someone told me you managed to figure out how create translucent textures, can you tell me how please? All the meshes I make end up having either completely opaque or invisible parts even with grey scale?, I am using the alpha_base sharder. My discord is bg3addict Thank you!!
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https://www.nexusmods.com/baldursgate3/mods/8795
And trying to convert it to work with my modded body:
https://www.nexusmods.com/baldursgate3/mods/4864
This is the error I'm getting. I'm really new to blender and trying to follow the steps on the Github page but I guess I'm too stupid maybe?
Python: Traceback (most recent call last):
File "C:\Users\Justin\AppData\Roaming\Blender Foundation\Blender\3.6\scripts\addons\outfit_builder.py", line 295, in execute
shapes = body.data.shape_keys.key_blocks
AttributeError: 'NoneType' object has no attribute 'key_blocks'
Python: Traceback (most recent call last):
File "C:\Users\KOUCYAN\AppData\Roaming\Blender Foundation\Blender\3.6\scripts\addons\outfit_builder.py", line 292, in execute
context.scene.ls_properties.game = 'bg3'
AttributeError: 'Scene' object has no attribute 'ls_properties'
Cant figure out whats go wrong T_T
Vertex ID
Shape --> Transfer as Shape Key
World
Up until today, this worked just fine, but now it's causing the body to blow out. Is anyone else having this issue? I haven't changed anything in blender--no add-on changes or anything. I've been using 3.6 but installed 4.0 with fresh installs of everything and having the same issue.
Using the provided .blend file, HUM_F_to_FS works flawlessly. Super clean!
However, when attempting to convert HUM_M_ARM_Barbarian_A using HUM_M_to_FS, the armour size is set to MS proportions upon Shape Key removal. Selecting just HUM_FS has it retain HUM_M proportions. TIF_FS also does the same thing.
So atm it there is no premade conversion data from M to F, like with F to SF and so on? Asking to be sure. Would need to create my own shape keys, right?
And thanks for answering, and making this addon. It's GOAT
As an example, the gold decorations on the thighs of "DGB_M_ARM_BarbarianMagical_A_Belt" droop down to the ground and swing around as if they're on long rubber bands when walking, while the cloth pieces of "DGB_M_ARM_Dark_Justiciar_A_0_Body" are perfectly fine.
Do you happen to know if this is an issue with the refitting process, or maybe a problem with the lslib export?
Edit: Seems to happen on the _Basis export too, so it doesn't appear to be caused by my particular shapekey design. Strangely enough, importing the base vanilla armor, and exporting without making any changes seems to break cloth physics entirely and the mesh becomes static. Are there any specific GR2 export settings I should be using when attempting to export manually?
Edit 2: The holes in certain cloth items were caused by the gr2 import addon flipping random faces, and it only seems to happen on thin cloth with faces on both sides. As for the broken physics, I just disabled the cloth property for all meshes and made everything static for now.
ReallyLazyIcarus would you be willing to take a commission for a few items fit to a modded body? Or even just to help me with the process on a first one? I have been driving myself crazy trying to do it on my own and would be very grateful (and happy to compensate, of course) for some help!
Also someone told me you managed to figure out how create translucent textures, can you tell me how please? All the meshes I make end up having either completely opaque or invisible parts even with grey scale?, I am using the alpha_base sharder. My discord is bg3addict
Thank you!!