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Sionnach65

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  1. Hello, I'm having a armor morphing problem and hoping someone can help. So I made the model cuirass_0 in 3ds max ( http://puu.sh/qLrZ ). I applied the Somuchmorpher to the object and Changed the proper nifscope settings. I am getting vertex explosions whenever the model is at 1%-99% weight and the _0 and _1 file are intact. I have tried create a box and attach the cuirass to the box followed by deleting the box and then recreate the _0 and _1 models. No effect. Also, if I copy the _0 and rename the copy _1 the morpher works, however there is no morph. I believe it is a vertex numbering issue between the files. I'm wondering if the somuchmorpher is creating extra geometry somehow? Any insight?
  2. Yo, I am also having the same issue. I think it is an exporting and vertex numbering issue. If i morph or modify the model or re-export the nif from _0 and generate a new _1 it explodes. If i copy _0 and duplicate and rename to _1 the morph is fine, just no actual morph is happening. Any insight?
  3. Hey. I'm having the same issue. Ive tried using the Somuchmorpher from somuchmonsters.com and I Can't seem to find a way for the vertex numbers to be ordered properly. I've also made a manual push on the model to see and it is the same result. Let me know if you find out anything
  4. Hey, you know how you talked about the invisible faces issue. I had the same problem. I figured out that the max limit of bones that can attach to a vertex is 4. By default programs like 3DS Max use about 20. I modeled in max so I changed the max limit of weights to a bone to 4 and it automatically fixed my model. I still have another issue however.... how to make the morpher from armor_0 to armor_1 not explode vertices in between.
  5. I've been having the same issue and i would like to say: Awesome! I tried the 4 Bone weights limit and it worked beautifully! Thanks a million! Sooooo much effort!
  6. Hello, I seem to be running into a rather irritating problem in the importing process from 3DS max 2012 into nifskope 1.1.0RC5. I'm creating an armor set and while working on the gauntlets, I imported the final mesh ( here ) with BSDismemberment modifier and skin wrap. I'm currently using the Somuchmonsters.com's Somuchmorpher to generate the rig and _0 model and _1. The model seems to export fine however when in nifskope I get where the hand is a whole plethora of ghosting polygons ( here ) this is a tiny example, but when the camera moves around the model, they pop up everywhere and when the final product is taken into skyrim the same issue occurs (though the model and rigging are working fine). Anyone know a fix or cause of this issue? I have tried re-applying a material map, changing the geometry by capping all open faces, removing any intersecting geometry, STL checking and verifying all points are welded. I Found the fix for this on another thread: Under Bone weights there is a default limit in max to 20. CK / nifskope only allows 4 per vert. Under skin>Advanced parameters> change the number from 20 to 4.
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