Welcome to BodySlide and Outfit Studio v2.2d!
http://www.nexusmods.com/skyrim/mods/49015/
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BODYSLIDE:
This tool provides you with the capability to quickly and easily generate the shapes you wish for your bodies and outfits,
all guaranteed to work with the Skyrim in-game weight slider.

Furthermore, it uses a simple configuration and data format, allowing it to be expanded to work for any body or armor.


OUTFIT STUDIO:
You can open up the Outfit Studio part of the program by clicking the button at the bottom right of the BodySlide UI.

In OS, it is possible to simply convert an outfit from one body type to another by using conversion references
or create your very own BodySlide data for outfits by adding slider functionality to them.

It is also possible to create mashups of various outfits you like by loading them all into the program,
keeping the shapes you like and deleting the ones you don't.

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INSTALLATION:

You can use the existing mod managers to install BodySlide (see Nexus mod page for Mod Organizer guide).
However, you can also simply copy the BodySlide directory and its contents to anywhere on your hard drive. 

*** Recommended location: "Skyrim\Data\CalienteTools\BodySlide" ***

Keeping BodySlide in this folder will enable everyone to create installers or archives for BodySlide addons.
If you choose to install BodySlide to somewhere else, remember where so you can organize it manually.

BodySlide will attempt to use the Windows Registry when you run it to determine the location of the Skyrim data directory.
If Skyrim is not found, or you wish to have BodySlide save files in a different location,
you can easily edit the "Config.xml" file to indicate an alternate location. 

Once BodySlide is installed, you can install BodySlide compatible outfits so you can build them with your own, custom shape preset.
NOTE: BodySlide does not come with or install textures for the bodies/outfits - you will need to install these mods separately.

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CONFIGURATION:

There are currently only a few available options for using BodySlide and Outfit Studio, found in the "Config.xml" file and described here.

<GameDataPath>: Normally, BodySlide searches the windows registry for this information, but if that isn't working for you,
you can uncomment this and set the path that BodySlide look uses to a different place. The trailing slash is required.

<GroupAliases>: Group aliases provide a way for presets saved under older group names to still apply when a group has been renamed.
You can also merge several groups into one by linking them to eachother.

<SliderMinimum> and <SliderMaximum>: Sets the minimum and maximum slider values for the BodySlide UI.
This can help making you experiment more easily with sliders. There might be clipping outside of the 0-100 range!

<Template sourcefile="SliderSets\path_to_sliderset.xml" set="Slider Set Name">Template Name</Template> (example):
Templates are shortcuts to loading a slider set as a reference in Outfit Studio. You can add ones yourself.

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OUTFIT STUDIO INFO:

General:
   * After conforming, you can use the "Slider->Load Slider Preset" function to view an outfit as it will look with your favorite BodySlide preset.
     In fact, you can use this to export a specific body shape without having to use BodySlide. The preferred method should be saving the project for use in it, though.
   * To quickly set all sliders to 0, use "Slider->Load Slider Preset" and just click OK with "Zero All" selected.

Conforming:
   * Conforming an outfit to sliders will often create a result that is good enough, but usually a little tweaking will help get it looking just right.
     Look carefully for areas of the outfit that clip with the body for each slider, and for areas of the outfit that seem misshapen or bumpy.
     Use the tweak brushes to correct these areas, and remember that just a little bit of editing is probably all you need.
   * Breast area sliders tend to require the most tweaking after conform, particularly the extreme shapes (SH and SSH are egregious). Watch this area carefully.
   * For outfits with skirts, the upper thigh area tends to require some tweaking to conform well, since the shape of the legs is so different from the shape of a skirt.
   * If you make tweaks to a slider but aren't happy with the results, you can always reconform to return to the original conformed state and try again.
   * You can conform to one slider at a time by unchecking all the sliders you don't want to conform in the slider list. This lets you reset tweaks to one slider without touching the others.
   * Use a mask to prevent part of your outfit from conforming. To paint a mask, select the Mask brush or hold CTRL with any other brush selected.
   * If conforming causes a part of the mesh to be severely twisted or distorted (strings/straps over the chest and belly tend to exhibit this problem),
     mask those areas out prior to conforming and adjust them to fit by hand.
   * Before conforming an outfit to a slider set, examine the outfit's fit to the base shape carefully. Edit the outfit to correct any clipping or poorly fitting areas,
     and you'll have less tweaking to do for each conformed slider.
   * Always correct any base outfit shape problems before working on sliders. Adjusting the base shape might make it so you have to redo some of your slider tweaks.
   * If conforming an outfit to a new body with sliders (such as vanilla to CBBE), you don't need to save and load the outfit after creating the body conversion.
     Just use the "Slider->Set Base Shape" function, then load a new reference slider set (File->Load Reference).
   * A shape will conform to itself with very high accuracy. This means that you can duplicate the base shape from your reference, and conform it to the sliders to get a copy of the body as part of your outfit.
   * You can tweak a slider's shape even with other sliders not at zero. For isntance, tweaking the results of the CBBE "Breast Small" slider works best when the "Breast" slider is set to the maximum,
     since the small slider is meant to be used when the breast slider is maxed out.

Mesh Editing:
   * Hold S and use the mouse wheel to quickly adjust the brush size.
   * Use wireframe mode toggle (G key) to keep track of how close an outfit matches up with the body below.
   * While editing, rotate the model around alot to make sure you're getting the results you want - it's easy to miss bumps when you only look from one direction.
   * Edit with the outfit's texture visible (And not the basic grid texture or 'NoImg' texture.). This will help you avoid ugly texture warping.
   * Turn on and off wireframe overlay (W key), texture visibility (T key), and lighting (L key) to help see the shape of your mesh.
   * Use a low strength on brushes to help make small adjustments. Easily adjust strength with the , and . keys.
   * Try to use mostly the inflate and deflate brushes, as they tend to create the most predictable results with the least amount of texture warping.
   * Use the smooth brush sparingly. It easily causes texture warping and tends to flatten curvature.
   * Edit as much as possible with Mirror mode turned on. It is on by default, toggle it with the X key.
     Remember to turn it off when editing something that only exists on one side of the outfit!
   * "Connected Only" mode allows you to adjust a part of the mesh without affecting other pieces not directly attached.
     The part that will be edited is the part directly under the very center of the cursor (Note, you can still only edit one shape at a time).
     This function is off by default, turn it on if you need to want to edit only connected parts.
   * Masking can be very helpful in keeping parts of the mesh safe while you work. Use CTRL to temporarily enter masking mode and paint a mask on the mesh.
     Use CTRL+ALT to erase the mask. CTRL+A will unmask the whole mesh, and CTRL+I will invert the mask.

Animation Weighting:
   * If you are converting an outfit from one body type to another, it's likely that the animation in the game won't work properly with the outfit's new shape.
     Use the "Shape->Copy Bone Weights" function to copy weights from your reference to the outfit.
   * You can only copy weights one shape at a time, so if your outfit has multiple models, you'll have to perform the procedure for each shape individually.
   * The copy procedure uses a proximity based method for determining weights, so vertices far away from the reference may not get weight information.
     Try using a more closely shaped mesh as a reference for weight copying. Remember, you can swap out references in Outfit Studio without losing your slider work.
   * When looking at the bone list (Bones tab), the cursor automatically switches to a weight paint mode which you can use to manually update weights.
     Use this to improve weights generated by the automatic bone weight copy function.
   * If you're starting from a non-weighted outfit mesh, you'll need to create "Skin Partitions" in order for the game to properly display your mesh.
     This isn't done automatically, but you can cause Outfit Studio to create skin partitions with the "Shape->Build Skin Partitions" menu option.
   * "Build Skin Partitions" assigns all vertices to the "BODY" partition.
     This means that if your outfit originally was set up to hide portions of the mesh when equipping things like gloves (so sleeves don't clip through),
     Outfit Studio will cause that to stop working. Currently, there's no fix for that in Outfit Studio,
     so an alternate editor (such as Blender) will need to be used to create those partitions.

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CHANGELOG:

2.2d
  * CBBE Body HDT: fixed symmetry of bone "Breast L R".
  * CBBE Body HDT: removed bone "Breast01 L R" as it's unnecessary for HDT PE. For animations use "CBBE Body TBBP".
  * CBBE Body HDT: smoother transitions for bones "Clavicle L R" and "Butt L R".
  * Outfit Studio: updated the XPMS Extended reference skeleton to version 2.33.
  * Outfit Studio: fixed "Brush -> Clear Mask" clearing weight colors as well (instead of only the mask).
  * Outfit Studio: weights are now only copied to unmasked vertices. Masked vertices keep their old weights.
  * BodySlide: fixed category UI alignment of single-weighted slider sets.
  * Now requires "Microsoft Visual C++ 2013 Redistributable (x86)" instead of 2012. Get it from Microsoft if it's not installed.
  * No longer Windows XP compatible (BodySlideWXP.exe removed).

2.2c
  * BodySlide: fixed activating a zap after a preview window has been opened once causing a crash
  * BodySlide: fixed what's getting batch built sometimes not representing the selection in the dialog
  * BodySlide: widened the body/outfit drop down list by a bit
  * Outfit Studio: fixed absolute path issues in the Save Project As dialog and cleaned it up some
  * Outfit Studio: fixed weight painting colors sometimes not getting removed from rendering
  * Outfit Studio: making or loading a new project now clears all memory of the previous project
  * Outfit Studio: added some message boxes telling you to select a shape before doing stuff first

2.2b
  * Outfit Studio: fixed brushes not always rendering properly
  * BodySlide: fixed crashes with certain slider sets (e.g. CBBE Feet)

2.2a
  * BodySlide: fixed low preview not updating properly

2.2
  * added basic texture alpha rendering for meshes
  * fixed OpenGL panel of Outfit Studio getting focused even though the BodySlide frame is active
  * fixed trying to render meshes without at least one triangle
  * BodySlide: added slider categories UI for CBBE, customizable under "BodySlide\SliderCategories"
  * BodySlide: fixed shapes without at least one triangle not getting deleted on build
  * Outfit Studio: fixed crash when using "Copy Selected Weights" while a reference shape is selected
  * Outfit Studio: fixed unweight and unmask brushes not using the strength settings of the weight/mask brushes
  * Outfit Studio: updated the XPMS Extended reference skeleton to version 2.14 (same as 2.13)

2.1c
  * Outfit Studio: updated the XPMS Extended reference skeleton to version 2.13

2.1b
  * Outfit Studio: updated the XPMS Extended reference skeleton to version 2.11
  * Outfit Studio: black spots issue - implemented fix for more precise tangent spaces calculation

2.1a
  * reverted "Smooth Seam Normals" selection back to the way it worked in 2.0.0.10
  * fixed offset of "CBBE Body TBBP"
  * removed auto-fill from "Save Project As" dialog, but improved default value filling
  * fixed that you could save projects without a valid reference shape loaded
  * renamed default names and UI items for making new zaps (removed the "slider" because it's not a slider in BS)

2.1
  * added and made the XPMS Extended (XPMSE) skeleton the default reference
  * renamed "CBBE Advanced" to "CBBE Body", the main group is still called "CBAdvanced" for compatibility reasons
  * added new "CBBE Body HDT" by ChronoTrigger77 to BodySlide (breast, butt and belly weights, previously "CT77 Body")
  * added new "CBBE Feet" set by ChronoTrigger77 to BodySlide
  * added new "NippleAreola" slider to all CBBE body sets
  * improved slider quality for included undies sets (done by ChronoTrigger77)
  * minor fixes and weight adjustments for all included meshes (done by ChronoTrigger77)
  * fixed bones from previous outfit carrying over to the others
  * added numeric value display to OS, showing the weight factor of the current vertex to the current bone
  * added a warning about unweighted vertices to the export/save that puts those under a mask automatically
  * fixed a crash when loading a reference shape that didn't have a BSLightingShaderProperty
  * it is now possible to create new sliders with spaces in their names in Outfit Studio
  * fixed crash when using "Move Shape" in an empty project
  * fixed some internal name assignments for slider sets and groups in BodySlide
  * fixed slider sets not assigned to any group being hidden in the BodySlide outfit list
  * changed unused check box in OS into a check/uncheck all sliders feature (for conforming)
  * added slider range setting to Config.xml for BodySlide UI (SliderMinimum and SliderMaximum)
  * fixed empty reference shape when loading a project that only had one shape in it
  * fixed some focus problems with the BodySlide frame and scrolling slider view
  * slider names in BodySlide now scale dynamically and are centered
  * added non-virtual "Scale Shape" feature (actually modifies the vertices)
  * added "Clean" and "Batch Clean" features that remove target files and can be used by holding down the ALT key
  * fixed not being able to delete some shapes that didn't have a (normal) shader
  * fixed various issues with special characters in file names
  * fixed crash for templates that don't have a shape called "BaseShape"
  * fixed crash for zap sliders in single-weighted slider sets (GenWeights=false)
  * disabled "Smooth Seam Normals" by default for all outfit shapes (enabled for bodies)
  * fixed some incorrect values when saving presets
  * fixed opening slider properties causing loss of slider data
  * fixed math of Outfit Studio frame position values stored in Config.xml
  * fixed brush settings getting outside of their minimum and maximum values
  * fixed weight brush being selectable outside of weight edit mode
  * renamed move/offset/scale features for less confusing names (non-virtual and virtual edits)
  * added live preview for Move Shape and Scale Shape dialogs (non-virtual and virtual)
  * fixed weighting colors/masks not showing up and darkened textures for some GPU (shader syntax error)
  * fixed "Do you want to apply your changes?" dialog causing other shapes to be reset
  * added "Rotate Shape" feature to Outfit Studio
  * added check box "Keep other shapes" to "Load Outfit" dialog, making mashups possible
  * added "select all" and "select none" to the batch build dialog
  * added double-sided rendering when enabled in shader (brushes not working with it yet)
  * made it possible to remove masks by holding the ALT key and add masks in weight edit mode
  * weight painting now honors the current mask, and so does copying bone weights
  * fixed one of the issues causing black spots for shapes with two faces in an opposite direction
  * changed OS mouse controls: LMB = paint, MMB/Shift+RMB = pan, RMB = rotate
  * added Config.xml option to enable LMB panning mouse controls again for OS
  * fixed duplicating a shape resetting changes (vertices, weights, texture settings)
  * integrated conversion references and fixes that were previously uploaded separately (7B, CHSBHC, ADEC, CBPE)
  * added "Group Aliases" to the Config.xml, allowing a merge of several preset groups into one for compatibility
  * made CB++ presets compatible with CBAdvanced outfits and the other way around using group aliases
  * made "Save Project" become available after a slider set was loaded
  * fixed "Save Project" breaking slider set files (.nif file name)
  * changed default values of sliders made using "New Zap Slider" to 100% for low and high
  * fixed crash when importing .obj files without UV's into OS (UV's are important)
  * fixed "Save Project" dialog not getting filled with current project information
  * fixed crash when saving shapes that don't have BSDismemberSkinInstance nodes

2.0.0.10
  * fixed a crash when setting base shape with outfit tree header selected
  * added new exe BodySlideWXP.exe to test compatability with Windows XP (worked)
  * corrected an issue with saving low-weight presets
  * fixed an issue where adding a new slider to a reference loaded from a NIF wouldn't correctly use the morph data
  * fixed a corruption in an output NIF when a skin shaded shape also had normals
  * set BodySlide.exe to require admin rights on launch

2.0.0.9c
  * minor package change, put BodySlide folder inside Data/CalienteTools for NMM compatibility

2.0.0.9b
  * Beta version! Releasing to the public! Warning: may never get out of beta, and there are likely major problems, use at your own risk! :)
  * fixed an issue that caused batchbuild to ignore the disabled outfits when building
  * fixed an Outfit Studio problem that occurred when an outfit NIF had multiple shapes with the same name.
    Duplicated named shapes are now renamed to something unique.
  * combined CalienteBody with CB++, it's now called CalienteBodyAdvanced, with 50+ sliders!