Contrary to reports, MTS is NOT compromised, and it IS safe to download from here. For more information, see this thread.
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#26 Old Yesterday at 4:21 PM
Quote: Originally posted by makiura
I was using murfeel's jacket as my donor because my TSRW always gets an error and crashes when I select the supernatural choker. I don't plan sharing the finished mask with anyone as this is a personal project, so I usually leave the name as is. I also abandoned the idea of adding morphs to the whole thing.

The scalp and mask are now combined as one hat hair and they are working fine. I can't join it with the eyes since that makes everything explode in game. The main mask part is done and out of the way.

My new problem is that the left eye explodes. The bones/weights are ok.

I attached the new tsrw file for finished weighted eyes. The 1st pic was when I tested the attached tsrw file. The 2nd pic was when I recently tried separating the eyes into left and right earrings, 2 separate packages. It didn't fix the issue because then they both exploded. They're both low poly, so what is causing this?


It can be hard to see the problem when you don't give all parts. I have not had any problems combining all parts. As @CardinalSims says, it appears that your "eyes" are under weight. I noted that headnew holds no weight.

@CardinalSims, replacing thru the edit section can be useful. Prior to having MS, I replaced parts that are muti group, but a single .wso in that section. Also, when I make height altering boots, I replace the bonedeltas as .bin, to match my boot height.

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#27 Old Yesterday at 10:20 PM
You know, I just remembered having done this... Instead of using headnew bone, for a mask, paint as hat grip. I would start by painting the area that is usually headnew, at around .200 strength, and see how that works in game. That includes the part you call "eyes". You can also paint the whole mask, except the last rows of faces, so they match up to the neck.

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#28 Old Yesterday at 11:03 PM
Quote: Originally posted by LadySmoks
Ireplacing thru the edit section can be useful. Prior to having MS, I replaced parts that are muti group, but a single .wso in that section. Also, when I make height altering boots, I replace the bonedeltas as .bin, to match my boot height.

Good to know!
I'd never seen that mentioned before so I wasn't sure if it was something experimental OP was trying or if everything would be intact in that format

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#29 Old Today at 12:14 AM
Quote: Originally posted by CardinalSims
You have under or over-weighted bones, meaning there are areas that add up to less or more than a total weight of 1.0
Make sure to use Normalize All as your final step in Weight Paint mode.

I've never heard of the .bin format method, either, not sure if that could be causing you grief.
MeshToolKit has geom to .wso converting, you can also export your project .package and add the bones to the geom afterwards, as a couple of alternatives.

I tried normalize all for all the vertex group but I get the same issue. I can't convert the geom to wso since I get an instance error. Importing as bin is the only way the bones and weights are preserved, at least for me.

I guess you can say this is an experiment. If this works out, I will plan on making more of this type of cc.

@LadySmoks I will try painting to hat grip. Do you get the same problem when testing it in cas? I isolated the problem to the eyes, because it still happens without the mask part equipped.
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#30 Old Today at 2:19 AM
Quote: Originally posted by CardinalSims
Good to know!
I'd never seen that mentioned before so I wasn't sure if it was something experimental OP was trying or if everything would be intact in that format


I don't know anyone else who replaces via edit project contents either. I'm sure someone does it. It was something I tried out of desperation, since I didn't have MS at the time, and was replacing meshes in a multi group that imports as a single .wso. It says, geom, but you import a .wso to replace them. Then, more experimenting, and found that I could replace the BONDs, which are .bin. Convenient for height altering shoes/ boots. I now keep a file of both S3PE BONDs and .bin for TSRW, from +1 unit thru +11 units.

@makiura, what hat grip does, is allows you to use the hat sliders on the mask, which is separate from other head/facial sliders. Do NOT paint it to 100%, since then you lose the other sliders. As I said, start at .200 and see how it works... then make adjustments to paint levels.

I didn't test in game. I looked at your bones. It looks as you transferred the entire face to the eyes, then deleted bones you didn't want??? If so, you can't do that. Each vertices must be weighted. There are several youtue tutorials on bone painting.

Shiny, happy people make me puke!
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