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How can I fix these armor bugs


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Here are some pictures with the respective problems:

 

1. http://www.tesnexus.com/imageshare/images/1448382-1304334732.jpg

2. http://www.tesnexus.com/imageshare/images/1448382-1306761939.jpg

 

This armor was made by Suhoi72 for a mod I am working on. He doesn't have the time or the motivation to continue with this, so I'm stuck with what it's already done. He managed to finish the body armor, but has some little problems. One I was able to fix it myself, but the ones in the pictures I don't know how to fix them. If someone could explain to me how to do it I will more than grateful.

 

Many thanks in advance!

Caesar

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this is called clipping, and involves the models rigging(skinning/bone weights/skin weights etc). basically the vertex bone weights that bind the mesh to the skeleton are too far off between those respective parts. the starp/buckle. The buckles are more heavily weighted to certain bones then the straps are, even though they are rigged to the same bones, the amounts are different, so when an animation is played, those buckles are moved more/differently. um yeah...

 

So you basically need to adjust the models skinning, to do so you need max/blender. in Max: what I would do is simply select the vertex that is closest, or under the buckle, copy the weights, then paste that onto the buckle via the bone weight tool.

 

There are tutorials for rigging in both Blender and Max

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Stuff like this happens because people weight the parts of the armor individually instead of weighting them as a single object with different elements. It's one of those things that makes armor and mesh creation such a pain in the ass. Happens because for whatever reason two points which have the same weight, position, and rotation still don't move the same after exporting if they were different objects before export.

 

For something minor like this, I wouldn't worry about it too much. Now if it were some massive seam between arms and body, or at the neck, I would see about taking the time to either learn to fix or finding a new armor.

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. Happens because for whatever reason two points which have the same weight, position, and rotation still don't move the same after exporting if they were different objects before export.

I don't understand that. Are you describing an exporter bug?

For something minor like this, I wouldn't worry about it too much. Now if it were some massive seam between arms and body, or at the neck, I would see about taking the time to either learn to fix or finding a new armor.

or you could just fix it. I would.

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. Happens because for whatever reason two points which have the same weight, position, and rotation still don't move the same after exporting if they were different objects before export.

I don't understand that. Are you describing an exporter bug?

 

No, I don't think it's an exporter bug, it's hard to explain, but something with how the format handles points which are connected to different meshes. This can be most easily noticed by comparing a vanilla body (with seams between arms and torso) both in a vanilla state, and in one after import and immediate export. These bodies were originally exported (by bethsoft) as a single mesh object, but were split into different parts because they were different elements or used different textures. If you import this into a 3d program and export right away, the seams will become even more visible because it handles each mesh separately for weighting or something. This same thing happens with any other mesh that is composed of multiple pieces.

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The solution then would seem to be to just attach it all into one object and let the export split the mesh according to material id..it makes no difference for rigging, you can rig it all separately if you wish then attach it all without screwing the rigging up. What ever is easiest.

 

Though I don't think you are 100% correct. I'll have a quick look after dinner, I have to test some rigging as it is...

Edited by Ghogiel
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In Nifskope the belt with the buckles is separate from the rest of the armor.

 

Even if it's not a big problem I hate to have bugs like these on the armor and I would love to have them fixed.

 

If you want to help me Ghogiel and modify the mesh for me, would be great.

Just tell me and I'll contact you tomorrow on PM, now it's late and I have to go to sleep.

 

Best regards!

Caesar

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Vagrant: I could not reproduce your error. seems I can safely import,export, import and export again and the vert weights always remained intact at each stage, I tested with animations in both max and nifskope, I even went so far as pasting the import export nif bodyparts and also the import export import exported body parts, into the vanilla skeleton along with the vanilla body nifs, attached a kf, and I didn't notice any sort of tearing or deviation between the meshes.

 

caesar: sounds boring, I suppose you can send me the files, may not get to it tomorrow as I have work and have to put up a shed.. going to be a long day.

Edited by Ghogiel
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What Vagrant0 seems to have been referring to is the noticeable seam at wrists ankles waist and neck that you get with exported body parts

 

In what I have read about this seam issue, it was referred to as a hard edge and a soft edge. The hard edge being glaring and the soft edge being invisible.

 

The noticeable seam can be eliminated in blender by joining the objects, but you also have to remove the doubled vertices or join any vertices that are not joined, and then let the export process separate the meshes by material properties. You can easily test this by exporting the upper and lower body meshes of any of the body mods or vanilla.

 

When I am making any clothing or armour now I export an entire body, hands feet and head mesh too. (Actually just ankles wrists and neck attached to the body) This will not eliminate the neck seam but it will reduce it.

 

I have a couple of mods out there that have really horrible seams and some day I will get around to fixing them.:)

 

Interestingly enough though, the seam on unjoined body parts is not as noticeable now as it was with older versions of blender, so maybe there has been some kind of a fix for it.

 

None of this has any relation to the OP`s problem which appears to be strictly a weighting issue.

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