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{{Trail|Animation}}[[Category:Outfit Studio]]
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{{Trail|3D Art}}[[Category:Outfit Studio]]
 
Outfit Studio can be used to rig models to the Skyrim skeletons (or collision meshes with constraints, in the case of complex clutter). This can be done either because you prefer rigging in Outfit Studio, or because you use Outfit Studio to [[AU:Outfit Studio Export|export to NIF]] from your 3D program. In any case, this tutorial will detail this process.
 
Outfit Studio can be used to rig models to the Skyrim skeletons (or collision meshes with constraints, in the case of complex clutter). This can be done either because you prefer rigging in Outfit Studio, or because you use Outfit Studio to [[AU:Outfit Studio Export|export to NIF]] from your 3D program. In any case, this tutorial will detail this process.
  
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[[File:Selected_Reference_Shape.png|Select the correct reference shape]]
 
[[File:Selected_Reference_Shape.png|Select the correct reference shape]]
  
Once you have set the reference, select the shape which needs rigging. Then copy bone weights from the reference with ''Shape > Copy Bone Weights''. The default values should suffice, but if you want to adjust their values, it is documented on [https://github.com/ousnius/BodySlide-and-Outfit-Studio/wiki/Weight-Copy-Options the Outfit Studio Github]. If your mesh consisted of multiple shapes, then you can repeat this process, setting different references for the different shapes if necessary. In the case of the modified wedding dress, the reference for the Wedding_Dress_Cloth shape should be that same shape in the reference NIF file, and vice versa for FemaleUnderwearBody.
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Once you have set the reference, select the shape which needs rigging. Then copy bone weights from the reference with ''Shape > Copy Bone Weights''. The default values should suffice, but if you want to adjust their values, it is documented [https://github.com/ousnius/BodySlide-and-Outfit-Studio/wiki/Weight-Copy-Options here]. If your mesh consisted of multiple shapes, then you can repeat this process, setting different references for the different shapes if necessary. In the case of the modified wedding dress, the reference for the Wedding_Dress_Cloth shape should be that same shape in the reference NIF file, and vice versa for FemaleUnderwearBody.
  
 
This mesh can then be exported using the method described in the Outfit Studio export tutorial. However, you may get the "unweighted vertices" error. In that case the vertices which have no rigging will be put under a mask (i.e. you can't edit them). This is the opposite of what you want. Therefore, press ''Ctrl+I'' to invert the mask or ''Ctrl+A'' to remove the mask, and proceed to Manual Rigging. The same effect can be accomplished via ''Tool > Invert Mask'' or ''Tool > Clear Mask'', respectively.
 
This mesh can then be exported using the method described in the Outfit Studio export tutorial. However, you may get the "unweighted vertices" error. In that case the vertices which have no rigging will be put under a mask (i.e. you can't edit them). This is the opposite of what you want. Therefore, press ''Ctrl+I'' to invert the mask or ''Ctrl+A'' to remove the mask, and proceed to Manual Rigging. The same effect can be accomplished via ''Tool > Invert Mask'' or ''Tool > Clear Mask'', respectively.
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If there are few bones to rig to, if there is no good reference mesh, or if you want to make modifications to the copied bone weights, you may want/need to do manual rigging. In Outfit Studio, this is done by going to the "Bones" tab and selecting a bone. You may see some colors appear on your mesh. These colors indicate weight: no color means that a vertex is not affected by the bone, (dark) blue means the vertex is weakly affected by the bone, and red means that the vertex is very strongly affected by the bone.
 
If there are few bones to rig to, if there is no good reference mesh, or if you want to make modifications to the copied bone weights, you may want/need to do manual rigging. In Outfit Studio, this is done by going to the "Bones" tab and selecting a bone. You may see some colors appear on your mesh. These colors indicate weight: no color means that a vertex is not affected by the bone, (dark) blue means the vertex is weakly affected by the bone, and red means that the vertex is very strongly affected by the bone.
  
When you have a bone selected, you can weight paint with the brush. You can adjust size, strength, focus and spacing of your brush by dropping down the Brush settings menu. Applying weight is done by clicking or moving the mouse around whilst holding it down, you can't apply weight by holding it down and not moving. By default, the brush will increase the weight. You can instead make it decrease weight by holding down the "Alt" button. You could also make it so the brush, instead of adding, sets it to a specific level dependent on the strength by ticking the ''Fixed Weight Brush'' checkbox under the bones list. The interface will also show you which vertex is closest to the brush. However, this is not necessarily the only vertex which is affected by the brush. For this, you will need to look at the circle. Because weighting is only done on vertices, if there is no vertex within your circle, then you are not actually doing anything.
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When you have a bone selected, you can weight paint with the brush. You can adjust size, strength, focus and spacing of your brush by dropping down the Brush settings menu. Applying weight is done by clicking or moving the mouse around whilst holding it down, you can't apply weight by holding it down and not moving. By default, the brush will increase the weight. You can instead make it decrease weight by holding down the "Alt" button. You could also make it so the brush, instead of adding, sets it to a specific level dependent on the strength by ticking the Fixed Weight Brush checkbox under the bones list. The interface will also show you which vertex is closest to the brush. However, this is not necessarily the only vertex which is affected by the brush. For this, you will need to look at the circle. Because weighting is only done on vertices, if there is no vertex within your circle, then you are not actually doing anything.
  
 
== Rigging different outfit weights ==
 
== Rigging different outfit weights ==

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