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Well it was a fun experiment, to say the least.
In theory I could learn how to do the face morphs vertex by vertex in Outfit Studio, and fix the specular textures easily, then conform the neck, but that's way too much work tbh lol
Not to mention proper hair weighting lulz aint touching that
At least the workflow from xnalara to blender to outfit studio is pretty clear to me now, might be useful someday.
I'd say manually aligning the imported mesh to a reference in outfit studio and praying "it just works" is probably the most nauseating part of doing this, second to the fact that you cannot undo a mesh delete in OS (WHY)
Pretty sure the eyesballs and hair are the wrong scale / alignment but as a proof of concept I think it's fine; there might be a better way to do it but I'm probably not gonna look into it for now.
Time to go back to settlement building; my curiosity is sated.
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I stopped here because making the face animations takes too much time. This can work as a "helmet" with a stuck face, but I don't want that so I won't be using it hehe but my main aim was to try the import process myself and I understand how it works now :)