Hi Padme4000, I have noticed that your Blender plugin seem to have some kind of "force on the top on N-panel" feature that messes badly with any attempt to sort the N-panel with free tools like Simple Tabs...would be possible to either remove that 'force on the top' or make it deactivable? 🤔
Hi Padme4000, I have been trying to follow the instructions for head editing shown in BG3 Editing Heads in Blender 2.92 + 2.79 but I have Blender 4.3 and the script seems to fail as there is no longer an auto-smoothing setting on the mesh...
I have tried the following: - Auto-smoothsetting no longer exists in Data panel, so «Auto-Smoothing Modifier» from Modifier panel with a setting of «Smooth by Angle» and a «180°» degree must beapplied to the duplicate instead. - Thescript from Padme4000 doesn’t work, so I will have to manually apply the «Data Transfer Modifier» from Modifier panel on the target (original)mesh using the auto-smoothed duplicate (see above) as source and adding the settings «Face Corner Data – Projected Face Interpolated» and «Custom Normals».
However, the outcome of this was ghastly... 😥
...do you have any clue why that happened?
Please note that I am planning to just make human, elf/drow and half-elves heads, so I was wondering:
...that part about normals (which seems impossible to pull with Blender 4.3) is really necessary if I already have proceeded to snap the vertexes to the closest vertex of the human body? 🤔
( Actually I have tried to delete the auto-smoothed source body and the unnecessary body...and I have tried to delete the materials used for the split, assuming they might have caused some problem...but still looks like this! 🙄 Moreover, I don't understand how to import in the format used in the video, since now seems that the importer/exporter only allows for GR2... 😰 )
Hi! I apologize that my question is not really mod related, but it didn't work to write a private message on nexus.
I wanted to slightly edit the starting model of paladin armor by removing everything from it except the belt and tabard and add them to other armor. But when importing the edited model with Toolkit, an error appears (first screenshot). Also sometimes after editing meshes and importing another error appears (second screenshot). Could you please explain what this is related to and how it can be fixed?
I don't work on the toolkit. But first image can probably be avoided if using the gr2 plugin for blender. As that means your mesh has non manifold geometry and the plugin doesn't throw errors for that. Like lslib gets that on meshes never edited as well. It is when geometry is a line rather than a triangle in the UV normally.
The second image I am sorry but I have 0 clue about.
Your advice helped! But there is a new problem, when exporting the model, the cloth physics mesh breaks. And it happens even if I don't edit the model, but immediately after importing it into blender I export it back.
Sadly that is pretty normal without editing, and even with editing it won't get back to what the physics were like in the vanilla mesh. You will want to follow the physics part of the bg3 wiki here
I'm getting the same error and I'm sad your comment didn't get a reply. Did you ever find a fix for it? I did some digging and found the answer! It's because you can't create LODs while in Edit Mode. If you set the "object interaction mode" (in the top left corner) to Object it should work!
Hi I'm having an issue with the LOD addons where when I try to add more than one LOD it fails to export with those two error messages:
"Export order issue at or near object HUM_MS_ARM_Gloves_Metal_A_Mesh_LOD2" "Make sure that your export orders are consecutive (1, 2, ...) and there are no gaps in export order numbers"
Hi my lod plugin doesn't touch the load order. That error usually means the load order from the gr2 plugin isn't consecutive. You need to edit that in the object data tab (the orange square) starting with number 1 and going up on lod 0s and then lod 1 and so on
Hello, Padme firstly I want to say thank u for your addons and templates.
But I encounter an issue with dragonborn heads - they flips by X and it is not becouse of "flip Sceleton by X" export button. You could see it here in first 10 sec of my Youtube video , it's a bit unsettling, couse originally I sculpted and textured most details on right part of mug but I appeared on the left, animations works fine though .
Do you know what might couse that essue ad how to fix it? Mb I missed something?( I tried flip sceleton buttton (GR2 export addon), tried flip myself as mesh, group etc -got more essues from it as expected, I could force it by hand but it will be hell of work, couse head not only mesh I prepared already). I'm currently using Blender 3.6.
Sorry for asking here I just think you the one why might know how to help me with this "bug", couse I mostly grasped how to make the mod from your tutorials and comments in lsx
All meshes including heads flipping in blender is the default behaviour and generally before export you want it to be that way in order for animations to work in game, as it flips back to normal in game.
So sadly it does mean trying to remember that it is like working on a mirror image.
I feel like I'm doing something wrong because I cannot get your addons to install in blender 4.0. Are they not compatible? Do I need to go to an older version?
Try manually putting the addon folders you downloaded from here into the addons folder of your blender directory, should be "4.0\Scripts\Addons" Thats how i installed them, after that check your preferences and have them enabled :)
Hey, I have this weird occurance when trying to export the mesh into gr2. "Body has unassigned weight". I think the problem overall is more complex since I tried to edit Anarchic Outfit which as an ingame model is split into two - pants and shirt, and I also tried to combine it with a different body mod, resulting in 3 different armatures that I don't quite know how to combine. I hope you can help and also I just wanna say that I'm grateful for all the fantastic work you've done for the community :)
50 comments
I have noticed that your Blender plugin seem to have some kind of "force on the top on N-panel" feature that messes badly with any attempt to sort the N-panel with free tools like Simple Tabs...would be possible to either remove that 'force on the top' or make it deactivable? 🤔
I have been trying to follow the instructions for head editing shown in BG3 Editing Heads in Blender 2.92 + 2.79 but I have Blender 4.3 and the script seems to fail as there is no longer an auto-smoothing setting on the mesh...
I have tried the following:
- Auto-smoothsetting no longer exists in Data panel, so «Auto-Smoothing Modifier» from Modifier panel with a setting of «Smooth by Angle» and a «180°» degree must beapplied to the duplicate instead.
- Thescript from Padme4000 doesn’t work, so I will have to manually apply the «Data Transfer Modifier» from Modifier panel on the target (original)mesh using the auto-smoothed duplicate (see above) as source and adding the
settings «Face Corner Data – Projected Face Interpolated» and «Custom Normals».
However, the outcome of this was ghastly... 😥
...do you have any clue why that happened?
Please note that I am planning to just make human, elf/drow and half-elves heads, so I was wondering:
...that part about normals (which seems impossible to pull with Blender 4.3) is really necessary if I already have proceeded to snap the vertexes to the closest vertex of the human body? 🤔
( Actually I have tried to delete the auto-smoothed source body and the unnecessary body...and I have tried to delete the materials used for the split, assuming they might have caused some problem...but still looks like this! 🙄 Moreover, I don't understand how to import in the format used in the video, since now seems that the importer/exporter only allows for GR2... 😰 )
I wanted to slightly edit the starting model of paladin armor by removing everything from it except the belt and tabard and add them to other armor. But when importing the edited model with Toolkit, an error appears (first screenshot). Also sometimes after editing meshes and importing another error appears (second screenshot). Could you please explain what this is related to and how it can be fixed?
I don't work on the toolkit. But first image can probably be avoided if using the gr2 plugin for blender. As that means your mesh has non manifold geometry and the plugin doesn't throw errors for that. Like lslib gets that on meshes never edited as well. It is when geometry is a line rather than a triangle in the UV normally.
The second image I am sorry but I have 0 clue about.
Hello there! Can anyone help me out? I always get the issue as above. Thanks!
I'm getting the same error and I'm sad your comment didn't get a reply. Did you ever find a fix for it?
I did some digging and found the answer! It's because you can't create LODs while in Edit Mode. If you set the "object interaction mode" (in the top left corner) to Object it should work!I'm having an issue with the LOD addons where when I try to add more than one LOD it fails to export with those two error messages:
"Export order issue at or near object HUM_MS_ARM_Gloves_Metal_A_Mesh_LOD2"
"Make sure that your export orders are consecutive (1, 2, ...) and there are no gaps in export order numbers"
The order seems correct on Blender though
What am I doing wrong ?
But I encounter an issue with dragonborn heads - they flips by X and it is not becouse of "flip Sceleton by X" export button.
You could see it here in first 10 sec of my Youtube video , it's a bit unsettling, couse originally I sculpted and textured most details on right part of mug but I appeared on the left, animations works fine though .
Do you know what might couse that essue ad how to fix it? Mb I missed something?( I tried flip sceleton buttton (GR2 export addon), tried flip myself as mesh, group etc -got more essues from it as expected, I could force it by hand but it will be hell of work, couse head not only mesh I prepared already). I'm currently using Blender 3.6.
Sorry for asking here I just think you the one why might know how to help me with this "bug", couse I mostly grasped how to make the mod from your tutorials and comments in lsx
All meshes including heads flipping in blender is the default behaviour and generally before export you want it to be that way in order for animations to work in game, as it flips back to normal in game.
So sadly it does mean trying to remember that it is like working on a mirror image.
Thats how i installed them, after that check your preferences and have them enabled :)
Hey Padme! I had an idea for a addon!
Nevermind, it existsChanging the lod distance of all selected objects to 0 ! :)
I am trying to create a body mod but whenever or however I export the mesh it gets all messed up like this. How can I fix it?
Nevermind.