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UUNP has sliders for many of them.įeel free to name it. Play around with these sliders now, and try to get the reference to fit your armor mesh.Ī little bit of clipping is fine and expectedbut try and get it as close as possible. Find it in the list on the right and delete it Figure 3. This is common in sets that show off some amount of skin. Your armor set may have another reference read: body mesh included. Below that toolbar is a drop-down for brush options.
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If this is enabled, only vertices physically, directly connected to the one directly under your cursor will be modified. Smooth smooths things out, eliminating sharp angles and bumpy surfaces. Move allows you to translate vertices arbitrarily. Inflate moves vertices away from the center.ĭeflate moves them toward the center. On the right, you can hide or show the wireframe of individual pieces if you want. Now you should see a bunch of shit on your screen, with both the armor and your reference displayed. In terms of a conversion, they both go through the same process. Your reference will provide your bones and your sliders as well as a guide for you to shape the armor mesh es. The important thing on this first screen is that we need to select a reference Figure 1. Find a set you want to convert, preferably something simple. Outfit Studio is a tool packaged with BodySlide. When you pull one of those sliders, BodySlide needs to know how the mesh should distort in response. The magic in BodySlide is that meshes designed to work with it come with a set of sliders. BodySlide is not a mod.īodySlide is a tool for generating meshes. Many are out of date, many are poorly-written, and some are just straight-up incorrect. Most of the guides out there for converting armor to BodySlide are honestly pretty bad.
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