


Unfortunately, we may not be able to eliminate this problem completely. Unfortunately, since the global-to-skin transform is not saved in the FO4 nif file, you will have to redo these steps every time you reload the file. With all the global-to-skin transforms for the shapes in the project identical, any remaining visual misalignment will be because of differences in the vertex coordinates, not the transforms. Make sure the checkbox "Recalculate geometry's coordinates so it doesn't move" is not checked, as we only want to change the transforms to be identical without also subjecting every vertex's coordinates to a small change that will introduce additional roundoff error. After loading your FO4 nif file into Outfit Studio, go to the shape properties coordinates tabs for every shape in the project, and set the global-to-skin transform for every shape to be exactly the same as each other. In the meantime, there's a straightforward workaround for this problem (that you've mostly discovered). The translations (or origins) are not identical either, which you can clearly see.Īt some point, we're probably going to tweak the way Outfit Studio calculates the global-to-skin transform so that it has less roundoff error. In particular, the rotation vectors display as zero, when they're actually not zero. Unfortunately, you can't see all of the tiny differences, because currently the machine-format numbers are converted to text with only six digits of precision after the decimal place. You can see some of the differences between the transforms in Outfit Studio's shape properties coordinates tab, which shows you (and allows you to edit) the global-to-skin transform. The differences are small, but they're big enough that the two shapes don't quite line up when rendered in Outfit Studio.

In your case, the calculated global-to-skin transforms for your two shapes are different. Because of the way rendering and editing works in Outfit Studio, it needs this transform, and so, for FO4 nif files, it calculates it from other information in the nif file. It's especially complicated for FO4 nif files, because these files lack an important piece of information: the global-to-skin transform for each shape. Outfit Studio's rendering pipeline is more complicated than the rendering pipelines in NifSkope or the game. Some of that roundoff error is already present in your nif file, but most of it is happening inside Outfit Studio. This problem (unaligned shapes) is the result of accumulated roundoff error in the rendering pipeline.
