CBBE female body and face replayer. CBBE female body and face replayer Import settings and resulting skeleton

CBBE female body and face replayer. CBBE female body and face replayer Import settings and resulting skeleton
This is a text about clothing import/export technology as of 01/01/2012.

Required tools:

  • - one of the first versions. Provides basic functionality, yet without the ability to work with animation or physics.
  • Nifskope-1.1.1-alpha7 - already quite functional alpha, supports rendering of textures in Skyrim shader format.

A failed operation portends a successful autopsy

First, some features of the Skyrim skeleton. There are 5 of them:

  • " skyrim\meshes\actors\character\_1stperson\skeleton.nif "
  • " skyrim\meshes\actors\character\character assets\skeleton.nif "
  • " skyrim\meshes\actors\character\character assets\skeletonbeast.nif "
  • " skyrim\meshes\actors\character\character assets female\skeleton_female.nif "
  • " skyrim\meshes\actors\character\character assets female\skeletonbeast_female.nif "

There are almost zero differences between them. The animal versions have a tail added, but almost no armor uses it. Although you can do it, everything is up to you.

In the female versions of the skeleton, the bones of the palm ( hand) have a scale of 85.17% instead of 100% in the male versions.

Skeleton _ 1st person- this is a copy of the male skeleton, but without the ragdoll and collision settings. Need to work _ 1st person version, it is universal and, in addition, the geometry of female hands for the third person view is also made for it, but the game uses a skeleton with palm scaling and the geometry scales with it. Albeit a little crooked.

Import settings and resulting skeleton

To display the bones, you need to select them all and uncheck " Link Replaces Object".

It was smooth on paper ... And such a ravine. In the rigs Biped, CAT or from just bones in both 3DMax and Maya, the local X-axis is traditionally used for height. More precisely, this is not height, this is the direction of the X-axis of the bone to the next bone in the chain. A bone, purely technically, does not have any dimensions, it is a point in space that has certain coordinates and rotation in three-dimensional space. And all that we see is auxiliary geometry for convenient work. But for simplicity, let's call the x-axis the height of the bone.

In the Skyrim skeleton, height is used Z-axis. This doesn't seem to be an importer error, because in Oblivion, Fallout3 & FalloutNV, skeletons also had bone heights on the x-axis.

From the assumptions - someone in the gazebo is crazy. Or is it the result of the work of their exporter, which we will never see. And it was done as a little muck to modmakers.

Difficulties as a result of such a decision will be with skinning, as discussed below. Now I'm making a new skeleton for work, just for convenience, I'll post it later.

And we will steal and say that it was so

The import settings are the same as for the skeleton. Just need to uncheck Import Skeleton"because it already exists.

In addition to importing armor, it is worth importing the basic geometry of the body. If you do it for repeaters, then all the more you need to import the body of the repeater.

Now the first and main replayer of female models CBBE. But I don't really like it, so I do it under the original ones.

Original female model:

  • " skyrim\meshes\actors\character\character assets\femalebody_0.nif "

However, next to it lies the model:

  • " skyrim\meshes\actors\character\character assets\femalebodyastrid_0.nif "

With some kind of terrible texture of a burnt body, but the main thing is that the model is not cut or damaged by underwear.

Replace the texture with a normal one - and we get a decent naked body. But the skinning of female body models was done by an absolutely drunk ogre, how much hack work there is.

A few words about two variants of bodies and armor with suffixes _0 and _1 .

These are 2 body morphs - thin and full, and the transition between them is controlled by the game setting "physique" during character creation. It is quite logical for future replayers to make a second morph _1 not fat, but for male models, pumped muscles, and for female models, the size of the chest and ass. From the fact that these are 2 morphs, it follows that the geometry of the models in them must match in terms of the number of vertices and polygons. Most likely, if they do not match, the game will crash. To see this in 3DMax, you need to use the modifier Morpher, the requirements for models are exactly the same.

By the way, I'm surprised why the morphing of the model is not stuffed immediately into one file, because this is not something outstanding. In Oblivion, for example, bow animation was done through a morph modifier. So the bodies could be done, first morphing, then skinning. Well, these are dreams.

And your skin will be soft like a baby

To copy the skinning, use the modifier " skin wrap", the default settings are more than adequate. But you can change a little.

  • for Vertex Deformation variant: Falloff = 3, Distance Infl. = 0.8-1.0, Face Limit = 1
  • for Face Deformation variant: Fall off = 4-7

Polygon-based copying is more accurate, but should be used when the geometry where the skinning is copied is not very far or very different from the base model.

Vertex-based copying gives a smoother vertex weight transition between bones. Mandatory condition - you need to check the box " Weight All Points".

After that press " Convert to Skin" and remove the modifier " skin wrap".

In the skin settings, in the section " advanced parameters"immediately fix item" Bone Affect Limit" = 4.

Due to the use of the Z-axis for the height of the bones, the following picture is obtained in the skinning modifier:

If in a simple way, then as a result the modifier cannot find the plane of symmetry for the bones. Yes, the vertices are highlighted in blue and green, this indicates their symmetry and that for each green vertex a symmetrical blue one is found. But all the bones are marked in red, and even if they are symmetrically aligned in the skinning modifier, this will not work. When mirroring vertex weights, symmetry will not be used. If you reflect the weights, say, from the left leg / arm to the right, then on the right side all the vertices will be attached to the bones of the left side.

The solution to this difficulty is to use the skin utility. On the command bar in the last tab " Utilities" there is " SkinUtilities".

"Extract Skin Data To Mesh" is used to extract the skin date into regular geometry. Then half is cut and reflected. Then, with the skin date and model selected, use " Import Skin Data From Mesh". In the settings you need to change the left and right bones.

As a result, we have a skinning reflection.

And the Tsar sent Ivan the Fool there-I don't know-where

Before export, you also need to add " BSDismemberSkin Modifier". It was changed again. In Fallout 3 it was used for dismemberment. In principle, in Skyrim, most likely, too, partially. But also to indicate the visibility of the specified bodyparts. A more specific setting still needs to be done in NifSkope. But you need to specify the parts in 3DMax.

The body has three parts - the central part and the parts near the arms and legs. One for gloves/boots. A modifier must simply be assigned and all polygons selected in it. The choice of bodyparts in the modifier settings is unimportant, but it is better to specify different ones so as not to be confused when editing in NifSkope.

materials on the model.

The main thing is that each of the parts has only one material. Materials type " Multi/Sub-Object"there should not be in the scene, otherwise - 3DMax crashes when exporting. When importing, materials are created for models " standard"with shader" Nifftool Shader", the shader needs to be changed to " Blinn". The exporter has such a feature that " Nifftool Shader" it writes in the Oblivion version, and not in the one specified in the exporter. Since the exporter is raw, all material settings still need to be done through NifSkope.

Export settings:

FUS RO DAH!!! 111

In the resulting file, in the nodes " NiTriShape"need to remove nodes" NiMaterialProperty" and " BSLightingShaderProperty". The first one is no longer used at all, the second one is still incorrect and needs to be copied from the original files, replacing " BSLightingShaderProperty" In chapter " B.S. Properties" but yes " NiTriShape". If you are making completely new clothes, it is still more convenient to copy the material settings from the original file, replacing the paths to the textures.

In the node properties " BSLightingShaderProperty" pay attention to the parameter " Skyrim Shader Type". For clothes, use - 1, for the body - 5. Also important is the parameter " Shader Flags 2". When I copied the dragon material, its flag was equal to 32801 and on the character this part of the geometry was black, only with a specular. Daedric armor has this flag equal to 32769 and, having installed it, the model began to be displayed correctly. So far, no exact information about " Shader Flags 1" and " Shader Flags 2" no, and they are very different in different files. Therefore, if something is wrong with the shader in the game, the poke method remains.

CVE is a replacer that replaces the standard female bodies with more detailed and appetizing versions. This mod will satisfy all lovers of HGEC textures from TES4: Oblivion. Its creators have done a great job of removing seams from standard textures like the head, arms and legs. The mod completely replaces the usual body textures (vanilla) with specially designed ones. It also makes some changes to body animations.

You can fully customize body meshes. The replayer kit includes modified normal maps, as well as custom structures. The weight meshes have also been redesigned to offer more detailed deformations in various poses.

CBBE includes three main forms of naked (Nude) bodies: lush (Curvy), slender (Slim) and standard (Vanilla). They are also included in the Nevernude option. Caliente's Texture mod allows you to consider other options for the future.

Expansion Composition

    Standard (Vanilla)- basic body structures that have undergone refinement from SVVE. The lowered and reshaped breasts now look more realistic in sizes C-E, are endowed with a more “typical” shape of the pelvic region compared to others, and also have a thicker waist compared to other types of CBVE.

    Lush (Curvy) is the "standard" on which CBVE is based. Has a large chest D-H, as well as narrow or wide hips for the user's choice.

    Slim (Slim) - a version that has a lean body type with small hips and chest A-C.

    Not nude (Nevernude)- Vanilla variant. Curvy and Slim with underwear.

    Body Editor (BodySlide)– an application that allows you to change and select various parameters included in the CEE. In it, you can change the shape of the body, making it as lush or slender as possible. Also included is a tool that allows you to make a "super huge" chest or waist. The app also contains a pack of 20 presets containing identical female replacers from Skyrim and Oblivion like ADEC, HGEC, etc.

    Official face pack (CBBE Official Face Pack)- an added option that allows you to replace the dirt on the face with moles. In the face pack you will find 5 different packs of moles. In each of them there are 3 moles to choose from.

Installing the mod

To install, you must use (Nexus Mod Manager). To install mods manually, read the ReadMe file with instructions from the archive.

Body meshes are fully customizable. The kit includes custom textures and reworked normal maps. Animation weight meshes will also be reworked, offering improved deformations in many poses. From the translator on 02/16/2017:
- Updated translation. Transferred installation via NMM.
- The description of the mod has not changed much, except for the FAQ, but I don’t see any reason to translate it, the mod has no problems. Please note that when you set the body replayer, only the body changes, the head is not affected, here you either put off. person from the author, or third-party.
- List from the author for all supported mods under CVE -
- Support from the author of the translation - .
CWE comes with three basic body shapes" Nude (Nude)": Curvy (Luxury), Slim (Slim) and Vanilla (Standard). They are also included in the option " Nevernude (Non nude)". Also in fashion, you can consider new options for the future.
Before installing, make sure you uninstall all your female body and face replacers, otherwise there will be unexpected texture errors. The old version of the mod, it is better to delete completely. Installation:

  • Can be used to install "Nexus Mod Manager (NMM)". It is completely Russified.
Manual installation: (We choose 1 type of body from these two that we have chosen, we throw it into the game and that's it, but keep in mind it only changes the body)
  • 00 Required (Slim)- Slim body shape by default; We put it first!
  • 01 Curvy- Curvy body shapes by default; We put after installing the Slim version, if we want magnificent forms.
Changes the body, arms and legs of all female characters, including GG. Copy the contents to the Skyrim\Data game folder for replacement. (Put first on your choice of body shapes) Options:
  • 02 Vanilla- Only meshes (mesh) of vanilla bodies, converted to an analogue of SVE. Textures can be applied any, even from the basic slender or lush. (If you do not like slender and curvy options from CVE, then try this analogue);
  • 03 Underwear Textures- Textures of the new underwear. (Put first of all if you want to choose underwear for the body shape you need)
    • 04 Underwear Slim, 05 Underwear Curvy and 06 Underwear Vanilla- Each option includes meshes (mesh) of the model of the linen you need. Nevernude is classic lingerie. Underwear - new underwear. (If you need underwear, then choose one of the body support options and select the underwear you need);
  • 07 Texture Quality (Set of compressed textures)- these are compressed textures of lower quality than the main mod. Made to support weak machines, if standard CVE textures do not pull. Be sure to read the ReadMe (RUS) before installation.
  • 08 Face Pack - (Face Pack)- This is the official face pack for CBBE. (Set to your taste and desire, if you use other faces, then do not set this option)
  • 09 TexBlendLite- it can eliminate the seams on the neck with one click, but if it doesn’t help, then use the BodySlide editor or other textures.
Options: (You can download them on the nexus, or from the mirror):
  • CBBE BeautyMarks Expanded- This is an addition to the optional option that replaces facial dirt with moles, which is included in the face pack. Here are 5 packages to choose from moles. Each has its own set of 3 moles.
  • CBBE CalUndies April Retexture- During 2015, the author released 12 types of Caliente Underwear/CalUndies underwear retextures, depending on the month. Each month has at least its own zodiac sign and the author decided to correlate the colors of the signs for each month. The variant from 2015 has been redone and removed. Now here are the options for 2016. Can be installed via NMM.
See all the necessary screenshots and names for the options in the FOMod folder.
  • To edit YY, open the console (~) with a tilde and type showracemenu.
  • Who wants to consider his GG from a better perspective, open the console (~) with a tilde and enter tfc
Troubleshooting:
If you see that the mod is not working, then the most common cause may be incorrect file placement. Please make sure the installation is correct, below is a list of files in the correct location. Also, if all else fails, try uninstalling all other mods before installing CBBE. If it works, then there was probably a mod conflict.

Required files for the mod to work:
Skyrim/Data/textures/actors/character/female/femalebody_1.dds
Skyrim/Data/textures/actors/character/female/femalebody_1_msn.dds
Skyrim/Data/textures/actors/character/female/femalebody_1_sk.dds
Skyrim/Data/textures/actors/character/female/femalebody_1_s.dds
Skyrim/Data/textures/actors/character/female/femalehands_1.dds
Skyrim/Data/textures/actors/character/female/femalehands_1_msn.dds
Skyrim/Data/textures/actors/character/female/femalehands_1_sk.dds
Skyrim/Data/textures/actors/character/female/femalehands_1_s.dds
Skyrim/Data/textures/actors/character/female/femalebodyafflicted.dds
Skyrim/Data/textures/actors/character/female/astridbody.dds
Skyrim/Data/textures/actors/character/female/astridbody_msn.dds
Skyrim/Data/textures/actors/character/femaleold/femalebody_1_msn.dds
Skyrim/Data/textures/actors/character/femaleold/femalehead_msn.dds
Skyrim/Data/textures/actors/character/femalekhajiit/femalebody.dds
Skyrim/Data/textures/actors/character/femalekhajiit/femalebody_msn.dds
Skyrim/Data/textures/actors/character/femalekhajiit/femalehands.dds
Skyrim/Data/textures/actors/character/femalekhajiit/femalehands_msn.dds
Skyrim/Data/meshes/actors/character/character assets/femalebody_0.nif
Skyrim/Data/meshes/actors/character/character assets/femalebody_1.nif
Skyrim/Data/meshes/actors/character/character assets/femalehands_0.nif
Skyrim/Data/meshes/actors/character/character assets/femalehands_1.nif
Skyrim/Data/meshes/actors/character/character assets/femalefeet_0.nif
Skyrim/Data/meshes/actors/character/character assets/femalefeet_1.nif
Skyrim/Data/meshes/actors/character/character assets/1stpersonfemalehands_0.nif
Skyrim/Data/meshes/actors/character/character assets/1stpersonfemalehands_1.nif
Skyrim/Data/meshes/actors/character/character assets/1stpersonfemalebody_0.nif
Skyrim/Data/meshes/actors/character/character assets/1stpersonfemalebody_1.nif

Since I myself do not use third-party mods that add companions, this is not very interesting to me. However... that doesn't change the number of requests and the fact that mods like this are popular among players. Therefore, I decided (on the example of Villa) to write a tutorial, as it is not difficult for the players themselves to do, and thus not to bother me with these requests.


The tutorial has been divided into several parts. In the first part, we will consider the adaptation of the companion to the bodies and the head itself ... and also, we will force her to use the new head model (so that she can use it to the fullest). In the second part: we will consider editing the appearance itself, changing hair, colors and other little things that are not so significant, but nevertheless - no less relevant.

For full adaptation, we need - installed:
1. Lady Body replayer (File Lady Body.esm - lies in the ops to the replayer itself)
2. Lady Head replayer (no include files - nevertheless... must be installed)
3. Constructor Creation Kit(who has a licensed game - there will be no question from where to get it ... and all the rest do not interest me).

First off... since we'll have several master files open, we need to get the builder ready to go. In the folder with the installed game (Skyrim by default) we find the file: SkyrimEditor.ini, in it find the line bAllowMultipleMasterLoads and enter "1" in the place "0". Thus, you can turn off all the swearing that the constructor gives out when loading a particular mod, find the line bBlockMessageBoxes and enter "1" in place "0". Everything ... now we can proceed, directly to the adaptation itself.

For those who want to delve into the intricacies and capabilities of the designer in more detail, there is a guide. Use, read, etc. ... don't get me wrong - I'm not in the business of teaching how to use a constructor, so don't bother me with questions. For these purposes, there is a corresponding topic ...
And so, we launch the constructor, open the mod loading window, find the desired mod in it - in this case it will be EMCompViljaSkyrim.esp, make it active (put a cross on it and press the Set As Active File button), after that ... we rise to the top of the list and find the Lady Body.esm mod - we will also connect it (put a cross on against it) ... we will need data from it for adaptation. It will all look something like this:


Now we press "OK" and go to brew tea / coffee ... believe me - you have time for this.
Well ... it loaded / opened - now let's see what the author has done and how it can be used for himself. For good - any competent author/modmaker in such cases creates autonomous companions that can be installed regardless of the installed replayer... but not this time. Therefore, we go to the Character -> Race section and at the top of the list we will see the newly created races ... one of them, AAEMNordViljaRace, is exactly what we need. Double click on it and see what we have there ... Che, where to click to look at Vilya in "all its glory" I noted on the screen ... we look and do the same thing:


Well, what can I say ... this is no good and will have to be adapted.
To begin with: we remove the Nordic morphs ... since we don’t need them and we don’t need these restrictions at all (and the author didn’t need them either ... but he used them out of ignorance / misunderstanding). And we are also removing the restriction on Nordic armor... this is clearly unnecessary - since all items for go in the form of default and without restrictions on races.


Next, go to the next tab Body Data:
In it, I changed her height to female 0.980 and changed the skin to SkinNakedLady (in order for this skin to appear in the drop-down list, we needed Lady Body.esm connected). If everything was done correctly ... then you should get the following view. Quite decent and already playable:


So we finished with the adaptation of the body ... in general, we did everything that I already wrote about in The only difference is that this time I will show how it is done from beginning to end, thereby affecting other aspects.

Let's move on to adaptation - not just the head itself. To do this, let's go to the editing section of the character itself (before that, we were in the race editing section) - Actors and there we will see the same newly created races and the NPCs that are in them. We only need one of them: AAEMNordViljaRace ... by clicking on it you will see 3 NPCs that use this race. So all three and screw LH head. Hold down the Ctrl button and select all three ... after that - the key combination Ctrl + F4 and a warning window will appear as on my screen:


We answer - "Yes" ... the constructor will tinker with it for a while and display a message that it has successfully generated new head models for the selected characters. That's all ... more precisely, that's all: save the mod with all the changes that we made, go into the game to check how well we succeeded and whether we did everything right.

P.S.
Me too - I'll go check... and then I'll write the second part of the tutorial. ;)

Dragons, magic, vastness and mountains - these are perhaps four words that fully describe the cult game "The Elder Scrolls V: Skyrim". And it is unlikely that ancient lizards and snow-capped peaks would have been so fascinating if Bethesda Game Studios had not pored over the graphics so much. According to the developers, each pebble in the game was put into place manually. A lot of work was also done on the character design, but the girls, according to most fans, turned out to be rude. Gamers did not put up with this and created a female body replayer for Skyrim.

From Barbie to Japanese dolls

Modding is usually an amateur affair; There are many people who want to write their own adaptation of the female body, so the network is full of various modifications for a variety of tastes. All of them are united by the fact that they are based on the so-called "vanilla" model - in other words, the proportions of the heroines are not realistic, but they look beautiful. The narrowed pelvis, wasp waist, fragile shoulders and large breasts are all signs that the character's appearance has "vanilla" roots. Rare modifications offer stocky, muscular young ladies who are clearly more adapted to the harsh climate of the province of Skyrim and fierce battles than their gentle opponents, who seem to be about to be blown away by the wind. But in games, realism is far from the main thing, so the female body replayer with an idealized model is leading in skyrim.

Someone likes a huge chest, complete with no less impressive circles in the area of ​​​​the hip bones. Such proportions can be achieved by installing CBBE mods. The young ladies obtained thanks to these plug-ins can be the envy of famous actresses. An alternative is UNP mods.

In them, the figures are closer to natural, but the probability of seeing the same girl in life is zero. But in Japanese animation there are enough examples of such proportions.

In Skyrim, female body replayers solve many problems - for example, programs make the skin as similar as possible to the real one, correct the shape of the feet, hands and fingers (it’s a problem in the game), add tattoos and removable underwear, if you wish, you can even get false nails.

Physics of bodies

And yet, more mods are aimed at improving the physics of individual parts of the body. Their task is to make sure that every centimeter of the body moves naturally. When running, the chest should not be motionless, but too energetic movements are unnecessary. It is worth remembering about chest breathing: the bust rises and falls slightly on inhalations and exhalations. And, of course, a good adaptation does not have obvious flaws that cause bugs.

Not only the physics of muscles and skin, but also the skeleton is being worked out. Many skyrim female body replayers provide the so-called multi-skeleton, which changes the proportions already at this level. With the change of bones also begins the creation of new races, but the models of the human body are most popular. Beast races are in second place, but you won't be able to find so many adaptations for them.

Changes are not always so monumental. There are, for example, mods that correct head and neck movements. They also apply to body replayers.


So, thanks to the adaptations of the female body, you can get characters for absolutely every taste. A refined elf or a strong, muscular hunter - it's up to the player to decide. The main thing is that modifications make it possible to get additional aesthetic pleasure from the game.