Jump to content

Getting an extra level of ninodes on export from Blender


dogsbody58

Recommended Posts

I'm trying to modify the chaurus mesh, but on export from blender, I'm getting an extra level of ninodes. Toplevel node is "Scene Root", second is "Chaurus", then my NiTriShape, BSDismemberSkinInstance and all the rest are under there. This does not make Skyrim happy.

 

Any ideas about what's causing it, or how to fix? I'm using the instructions at http://tesalliance.org/forums/index.php?/topic/5639-creating-skyrim-armor-in-blender-tutorial-series/ -- they've been working fine for a bunch of other stuff, I'm just stuck on this one.

Link to comment
Share on other sites

  • 3 months later...

For the next guy who comes along: Fallout requires that the top level node be labelled "Scene Root". Since the export scripts aren't optimized for Skyrim, they will create that node above everything else if your root node isn't called "Scene Root". You can just select the next node down and use the nifskope function "Crop to selected" (or something like that) and you're good to go.

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...