xnalara model


A Clarification 

When I made this post Monday night, I figured it would get 15 notes and not much else would come of it. Due to weather issues Tuesday, I was offline until late Tuesday evening, when I discovered the aforementioned post had alarmingly accrued 3500+ notes. 

I have received some asks regarding whether the heights in the post are canon. They are not canon. They are strictly my headcanon. I failed to specify that fact in my original post, and I apologize for that omission.

That post is taken from the XNALara posing software, which lets you edit the scale of the models. I changed them accordingly to meet my personal headcanon. The only game-canon element of the original post is the height difference between Garrett Hawke, Isabela, and Varric, whose models’ scales I left unaltered. (For any numbers nerds, here are the scales I used in my headcanon post: Carver (1.131), Anders (1.068), Aveline (1.088), Sebastian (1.051), Marian (1.064), Garrett (1), Isabela (1), Fenris (.972), Bethany (.95), Merrill (.92), and Varric (1).)

The images in this post are the unscaled models in XNALara. As you can see, the human males (and Fenris, I think) are the same height, a bit taller than the human women, who are a bit taller than Merrill, who’s somewhat taller than Varric.

As far as I know, the only Bioware character with a specific mention of height is Shale–10’ in The Stolen Throne, although I don’t think that height translated into their model in Origins.

tl;dr This post is a personal headcanon. The post you’re viewing is game-canon. I apologize to you, the viewer, if you were confused or feel misled, and I apologize to Garrett Hawke, for cutting him in half. Twice.

edit: This older post may also be informative.

glorianasims4  asked:

hi there i was wondering if you could or know if it possible to do a tutorial on adding morph to a mesh? i created a sims2 mesh school uniforme from a model from xnalara and i wante it so bad in a sims3 forma is it possible please? :( if note do you know somoene who have an tutorial?

I’m publishing this, since it’s something everyone interested in making CC should know:

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Welcome to Murf’s School of Crap and Crap-Making!

School Motto: Prepare to be tortured! For Science!

Lesson #7: Mighty Morphing Power Meshers *cue music*

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Quick Run Through on Adding Fit / Fat Morphs

Golden rule of thumb is: Download CmarNYC’s Mesh Toolkit; it does all the hard work for you. ;)

The way I add morphs is to use TSRW to clone and export a nice clean base game outfit – like the Ninja Outfits, or anything that is a bit tight and form-fitting and not too bulky. You will use the .wso file as a Reference mesh.

What the Mesh Toolkit does is copies the data from EA’s outfit mesh (which already has joints and morphs), and applies it to your mesh in a similar fashion. 

So open a New Project in TSRW, and find a good mesh to use as a reference. I chose the base game leather rocker thing, because it’s form fitting, has both the legs and arms clearly visible, and isn’t all bulky. 

(This is less important for Morph references than it is for Joints References, but better to be safe than sorry, y’know.)

Go to the Mesh tab, and select the High Level Detail mesh, for best results. You can use this on all 3 levels of detail on your mesh; it doesn’t matter.

Click the little red arrow (Export) and export the .wso file – name it whatever you want.

For this next part, I hope you know how to do this with Blender, because I only know how to do this with Milkshape:

The Mesh Toolkit only works with meshes whose group (not the file name, mind you) is named group_base. Name it anything else and it won’t work; it will reject the file until you merge the group into one, and change its name. 

So as you can see, your group needs to be named group_base, not anything else. If you DO….

You’ll get that error message every time till you go back and fix it. 

So! Once that’s situated:

So import your mesh (with the group named group_base; I cannot stress this enough!), and then import your EA reference mesh you exported from TSRW.

Click Create Morph Meshgroups, click OK when it’s done (there will be a little green bar at the bottom if your mesh is high poly andit takes a while). 

Viola, you’re done. :) Your clothes now have fit / fat morphs! 

You can now import your morphed mesh as-is into TSRW, or go back into Milkshape and fine-tune it if you feel you need to. (You shouldn’t have to, though; the Mesh Toolkit knows what it’s doing.)

I don’t know how to add pregnant morphs to anything though – if I did, I’d add Male Pregnancy morphs to every piece of clothing I have installed. >:D