Hi all, I'm trying to convert the cast iron pot into a helmet.
Problem is, once I load the game, the 'helmet' isn't sitting on the character's head - it's just floating near it. (The transforms place it in more or less the right place, but it doesn't seem to be attached to the skeleton.) I'm importing the mesh of the pot, the iron helmet, the default skeleton, and the male head. I'm using the head mesh to figure out how to place the pot, then using the skin wrap method with the iron helmet. I've also tried skipping that and just adding a skin and the head bone to that skin manually. I then delete all the imported meshes except for the pot and the skeleton before exporting (but checking remove unused bones). I'm at a loss, because I've followed the instructions pretty precisely, but it doesn't seem to work with any custom mesh. I thought it might be an issue with the new meshes' local coordinates not being right, and tried moving the pivot to the location of the head bone on the skeleton, and then setting it's alignment to the world space. (I don't know if that's enough to set the origin of the object to where the head sits?) I'm attaching the .nif, if that helps. I'm using: 3DS Max 2012 Niftools Max plugins 3.7.1 NifSkope 1.1.0-RC6 Any help much appreciated! SOLUTION: The BSLightingShaderProperty needs to have SLSF1_Skinned set. Thanks to Ghogiel and all who posted.