Jump to content

Photo

Blender invisible meshes


  • Please log in to reply
25 replies to this topic

#21
Ekzz

Ekzz

    Regular

  • Premium Member
  • 52 posts
so THATS what im doing wrong. psssh i should have read things more carefully sorry.

Here is Manks's method for fixing my meshes in case you were wondering

Import top
Import HGEC C upper body
Import HGEC hands
Delete scene root in Outliner associated with each of the imported body parts
Join hands the upper body (Control J)
In Outliner, select group 'te' then combined HGEC body parts; use script Copy Bone Weights
Delete the HGEC body parts
Object Mode -> Buttons Panel -> Editing, add an Armature Modifer to te. Just Vert Groups option, no envelopes
Delete Scene Root, and skeleton with it
Select all, import skeleton with parent selected
Select all bones, clear parent by hitting Alt-P
Delete unused bones
Export result

#22
Ekzz

Ekzz

    Regular

  • Premium Member
  • 52 posts
OKAY finally the mod is complete. I have uploaded the final file. You'll also find that you are both in the credits <3

#23
DrakeTheDragon

DrakeTheDragon

    Resident poster

  • Staff
  • 4,379 posts
No need to be sorry. From what I read you did "exactly" what I told you.

I wonder why it didn't work... as I "always" import the skeleton first, then start modeling from scratch "or" importing other assets without their armature (another cause for why I never import the skeleton last, without one I won't have any reference points where to start with modeling from scratch at all)... still investigating why it failed for you... or why I'm apparently telling nonsense that isn't even working for anybody else than me... I mean, I can imagine the NIF Scripts failing to do the re-parenting on import perfectly themselves, thus requiring a manual fix-up later, but that happened almost never at all to me (once, maybe twice a year or so in the past, and if the file was rather complex only)... but it's still not making much sense.

From the steps Manks did there was much more going on than simply merging a few NIF files though... what with all the Bone Weight Copy onto already-perfectly-weighted meshes? Feels like I was missing some important information here. Maybe they weren't? The thing with deleting the armatures and reassigning the Parent Modifiers later on I can also understand, as that's just a different way to do the same thing... but if "import geometry only, parent to selected armature" would've been working correctly from the start, the result should already have been the exact same.

I don't know what clearing the parent of the bones did, as they shouldn't have had any to begin with, but if it served a purpose in this process, it must've been right.
Deleting unused bones though shouldn't have been necessary, as this happens on export automatically, provided the correct export option is checked. It doesn't hurt doing it beforehand though, and as we can see pretty fine by this example given to us here, the "automatic" parts of the NIF Scripts don't seem to be too reliable for some.

Well, to me this situation had an alarming effect. I'll next go check each and everyone of my usual solutions if they're still applicable with up-to-date versions of the tools...
...and better shut up and remain silent unless I found out for sure (nah, just kidding, that'd be too drastic, but honestly I feel like it now, so...).
Not feeling fine with having told no-longer-working solutions in the end at all! :confused:

Oh well, it's working for you now, no matter how it was done, that's all that counts. :happy:

#24
Ekzz

Ekzz

    Regular

  • Premium Member
  • 52 posts
indeed. Im starting to wonder if there's something wrong with my install of blender. cause even when i do NOTHING to a mesh then export it EXACTLY how i found it, it still F's up in-game.

Anyway Kudos to you both for the help and you're in the credits :D

Hopefully people find my mod really enjoyable xD

#25
Nephenee13

Nephenee13

    Life. Love. Yuri.

  • Supporter
  • PipPipPipPipPip
  • 3,111 posts

I wonder why it didn't work... as I "always" import the skeleton first, then start modeling from scratch "or" importing other assets without their armature (another cause for why I never import the skeleton last, without one I won't have any reference points where to start with modeling from scratch at all)... still investigating why it failed for you... or why I'm apparently telling nonsense that isn't even working for anybody else than me... I mean, I can imagine the NIF Scripts failing to do the re-parenting on import perfectly themselves, thus requiring a manual fix-up later, but that happened almost never at all to me (once, maybe twice a year or so in the past, and if the file was rather complex only)... but it's still not making much sense.


While I could definitely see needing the armature there when modeling from scratch, when working on modifications to existing meshes it can be sorta...in the way, so to speak.

I don't think its wrong per se, but I think deleting and reimporting it at the end means you are less likely to mess stuff up.

But my Blender knowledge is still just above the novice level.

#26
mrlosesafer

mrlosesafer

    Regular

  • Members
  • PipPip
  • 52 posts

No need to be sorry. From what I read you did "exactly" what I told you.

I wonder why it didn't work... as I "always" import the skeleton first, then start modeling from scratch "or" importing other assets without their armature (another cause for why I never import the skeleton last, without one I won't have any reference points where to start with modeling from scratch at all)... still investigating why it failed for you... or why I'm apparently telling nonsense that isn't even working for anybody else than me... I mean, I can imagine the NIF Scripts failing to do the re-parenting on import perfectly themselves, thus requiring a manual fix-up later, but that happened almost never at all to me (once, maybe twice a year or so in the past, and if the file was rather complex only)... but it's still not making much sense.

From the steps Manks did there was much more going on than simply merging a few NIF files though... what with all the Bone Weight Copy onto already-perfectly-weighted meshes? Feels like I was missing some important information here. Maybe they weren't? The thing with deleting the armatures and reassigning the Parent Modifiers later on I can also understand, as that's just a different way to do the same thing... but if "import geometry only, parent to selected armature" would've been working correctly from the start, the result should already have been the exact same.

I don't know what clearing the parent of the bones did, as they shouldn't have had any to begin with, but if it served a purpose in this process, it must've been right.
Deleting unused bones though shouldn't have been necessary, as this happens on export automatically, provided the correct export option is checked. It doesn't hurt doing it beforehand though, and as we can see pretty fine by this example given to us here, the "automatic" parts of the NIF Scripts don't seem to be too reliable for some.

Well, to me this situation had an alarming effect. I'll next go check each and everyone of my usual solutions if they're still applicable with up-to-date versions of the tools...
...and better shut up and remain silent unless I found out for sure (nah, just kidding, that'd be too drastic, but honestly I feel like it now, so...).
Not feeling fine with having told no-longer-working solutions in the end at all! :confused:

Oh well, it's working for you now, no matter how it was done, that's all that counts. :happy:




Read this ..might help ..like I sed I DONT use nifskope .. well just to ajust the texture path.. I have done 60 different ways and well this works.... http://tes.nexusmods...le.php?id=41155

Edited by mrlosesafer, 15 April 2012 - 08:36 AM.





Page loaded in: 1.248 seconds