100 No Nude Models
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The occasion was NYC Bodypainting Day 2015, organized by Andy Golub and Young Naturists America, and, after spending a couple of hours watching dozens of artists do incredible things to these gloriously nude "canvases", who, as a whole, boasted an extraordinary range of body types, I'd have to say the banner is correct.
Artist Andy Golub (GAH'-lub) created NYC Bodypainting Day as a way to promote human connection through art. He says he and the other artists are creating art inspired by the models' "inner beauty," the theme for this year's event.
Background: Photoimmunotherapy (PIT) is based on the use of a monoclonal antibody specific to cancer epitopes conjugated to a photosensitizer near-infrared phthalocyanine dye (IR700). In this study, PIT with IR700 conjugated to anti-carcinoembryonic antigen (CEA) was used as an adjunct to surgery in orthotopically-implanted human pancreatic cancer in a nude mouse model to eliminate microscopic disease in the post-surgical tumor bed and prevent local as well as metastatic recurrence.
Materials and methods: Athymic nude mice were orthotopically implanted with the human pancreatic cancer cell line BxPC3 expressing green fluorescent protein. After tumor engraftment, the mice were divided into two groups as follows: bright light surgery (BLS) + anti-CEA-IR700 + 690 nm laser (PIT); and BLS only. Anti-CEA-IR700 (100 μg) was administered to the treatment group via tail-vein injection 24 h before therapy. Tumors were resected, and the surgical bed was treated with intraoperative phototherapy at an intensity of 150 mW/cm(2) for 30 min. Mice were imaged noninvasively for 8 wk using an OV-100 small animal fluorescence imager.
You may find there are hundreds of different selections in the Outfit dropdown, each corresponding to a different .nif model. Unfortunately there's no way to tell from the dropdown which nif model is being replaced (but it's usually obvious based on the name). As a consequence you may very well have several Outfit/Body options in your dropdown that all replace the same .nif model. One of the most common questions in Nexus is why their 'naked' model still has underwear. Most likely this is because you selected the "Never Nude" option when installing CBBE, which replaced the naked female model ("femalebody_0.nif") with one that has underwear. In the image below most of these models, when "Built" replace the same model with a different looking model. The NeverNude models all have underwear.
We will talk about the Sliders first as they will relate to Presets. Once you've picked a Outfit/Body from the game you want to replace, you can now make anatomic changes to it as you see fit. The Sliders are mostly self explanatory. Slide them up and down as you choose to make whatever proportion bigger or smaller. However there are a couple nuances. First, there is a left and a right slider. Why two sliders for one model? The answer is each NPC in the vanilla game is given a 'weight' from 0-100. This allows for some diversity in the shapes and sizes of various NPCs in the base game. The left slider will determine the shape/size of the smallest NPC in skyrim (size 0) and the right slider will determine the size of the biggest NPC (size 100). This is what the "name_1.nif" or "name_0.nif" means; it's the separate models for characters between 0 and 100 weight. This has nothing to do with 'weight' in terms of items or carrying capacity in the game, nor is it related to "weights" of skeletons used for physics which is completely unrelated and will be discussed later. If a character weighs something in between 0 and 100 the game will accordingly pick a size in between the 0 and 1 .nif model.
What this means is sliders are different for different downloaded packs. Not only are there sliders for different sizes of body parts, but some creators even let you delete (or 'zap') entire components of the armor including bags, skirts, etc. This is why you'll often see CBBE outfit packs with different names, such as TBD (Touch of Dibella), UNP, 3BBB, and many others. The CBBE part means the models were created in Outfit Studio and can be edited in CBBE, but the created models may use different sliders than the default sliders. Note many modders do use the default CBBE sliders and will Group (see below) their Outfits accordingly. Not only can the sliders differ, but the starting model is also different. Each creator that makes a Body/Outfit for Bodyslide has "zeroed" (all sliders to the left) the model you start with. From this zeroed model can then make changes. This model will be different from others even when referring to the same .nif file in game. This is why you have a separate slider for "Smaller" and Bigger" rather than the slider starting in the center and letting you go up or down. This is essentially what "Preset" is, the dropdown below Outfit/Body. A Preset is simply a saved arrangement of sliders. All default models start the sliders to the left, and a Preset is a saved configuration for both the 0 and 1 model of various slider positions for the different body parts. Presets are simple to make and you can delete any you like (defaults included). Bodyslide would still work, but you would have to do all the sliders yourself (not recommended). The names of all these Presets are just descriptions (Curvy, Slim, SevenBase, Fetish) and are simply configured sets of sliders applied to the various Outfit/Body models. You can and should make any Presets you like. Presets are very helpful because they allow you to set the sliders in a way you find most appealing and save this configuration for use later. This is easily done by using the Save/Save As function when you're done playing around with the sliders. It is very important to understand the difference between Presets and Outfits/Body. Outfits/Bodies are specific game armor/clothing/bodies models imported from Skyrim that someone else has modified and added to CBBE for you to alter. Presets are your configurations you can make to those models (which is really the point of Bodyslide). You can simply Build Models without using any Presets or adjusting sliders, but a Preset must be used on a Model/Outfit/Body. You can and should make your own Presets, but Outfit/Bodies are downloaded by users (but can be made through Outfit Studio, much more complicated than BodySlide). The other benefit of Presets is it let's you set a specific Model's body proportions, and then load up a different Model (say, a plate armor and a barkeep clothing) and see how the same configuration looks with different types of clothing. This is easily done by just picking your saved preset after you've picked a different armor. You might notice that a Preset isn't showing up on a given Outfit/Body. Why? Different Outfit sets made by different people will have different sliders, it means Presets from one Outfit cannot be easily applied to another sets. If you try to use a Preset on an armor that doesn't share the same sliders, likely nothing will happen! This is why when you save Preset it asks which Groups you want to apply it to. Obviously only apply it to Groups that share the same sliders.This will prevent you from picking a Preset for an Outfit/Body that doesn't even use those sliders. This is a good time to talk about Groups.
Up to this point, we've skirted around the large, Build Button. You can do anything you want in Bodyslide and nothing will happen in your game, until you hit Build. What does this do exactly? Build does 3 things at once: 1) It checks to see which Outfit/Body you've picked. This always corresponds to a single, specific armor/clothing mesh/.nif file. 2) It then looks at the slider configuration you've made (or perhaps selected as a Preset, it doesn't matter), and 3) it will then create 2 files, the "xxx_0.nif" & "xxx_1.nif" that get added to your Data folder (or Mod Manager virtual folder). It is this file that replaces all those armors/clothing in the game to the proportions as you've selected. There is a bit of added functionality if you hover over the "Build" button. Holding CTRL will add the nif files to the "working directory". This does not add the files to the game at all but exports the nif file to the BodySlide folder for editing with other programs. It is not useful to us. Holding ALT and click Build will delete the .nif model you are adding if you no longer want it. I find it of limited utility. One of the most common questions on the forums is why does my model shape inconsistent when going from naked to wearing clothes. The reason is because characters don't actually 'wear' clothes, they replace their entire bodies (torso, etc.) with different models. In order for your character's to be maintained when dressed vs. naked, each model has to be changed to the Preset you selected. The same Preset you used to generate femalebody_0.nif must also be applied all other Outfit/Body models. This means every single armor, clothing outfit, etc. must be "Built" with the chosen Preset. This is where Batch Build comes in; the powerhouse behind BodySlide. Build works well enough, but there are hundreds of models, clicking on Build for each one would take forever. Batch Build solves this. Like Build, it: 1) Checks the slider configuration you've made, but then instead of checking the single Outfit/Body you've picked, 2) it checks which Groups you have chosen (next to Outfit/Body, in the Group Filter Window, You'll know which Outfits are being filtered by checking the Outfit/Body drop down box), and 3) creates two .nif files for each Outfit/Body from all members in the selected Group(s).
You'll be prompted with the complete list of all the filtered Outfits you can add your Preset to when you click this button. If your groups are managed well you shouldn't have many, if any, Outfits/Bodies selected that refer to the same .nif file. Obviously you can't replace the same model with two different meshes/Bodies. If this does happen, BodySlide is kind enough to bring up a second window asking you to resolve the conflict; namely pick which model you wish to choose. In the above picture after clicking "Batch Build" BodySlide informs me that several of the filtered Outfits are trying to create the same file (femalebody_0.nif). I must pick which model is going to get the Preset to be built into the game. Like the Build button there is some added functionality with holding CTRL. This time holding CTRL allows you to pick which directory you want the models to be exported to. This can be helpful if you're finding Mod Organizer isn't putting them where you think they should be. ALT-Click once again deletes a batch of models (the same ones that are filtered). Once you've learned how to Batch Build you've mastered the basics of Bodyslide. A small note about Build Morphs (the small checkbox at the bottom): This is only used by another mod called RaceMenu to allow you to change body proportion in game without having you constantly build models and relaunch Skyrim until you're satisfised. 2b1af7f3a8