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falconcool

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  1. okay,, I can add a clean nif mesh,,for example,,2 connected triangles with 4 vertices(the most simple shape,of couse it's not my desired result),it represents the new brick wall i want to add. I name this new wall as "mywall",of course i added correct textures. In the CK,I choose Static>Archtecture>Shack kit>ShackBrokeWall01 as template ,,as showed in this picture. http://i.imgur.com/wMitl.jpg Is this correct collision mesh you said?then how CK add missing collision data into my clean nif? Just drop mywall first into the render window ,,then what's the next step to add ShackBrokeWall01's collision data? or,,you just meant add a collision mesh behind my customized mesh and make collision one covered by mywall and invisible?
  2. do it in 3dsmax , export it as a nif , then open an item in skyrim vanila to match yours, if u got a 2 mesh part in your item, u will need to find 2 nitrtishape data for each mesh u want to add in, i delete the collision most times, as it won`t fit, or find the exact collision, myself i just add collision from the ck, easier from the item u made copy the nitrishape data to the skyrim nitrishape data, make sure u got vertex color set to yes for all your nitrishape data, add the textures to it , then done,simple way i think Thank you for replying . I'm adding walls and floors primary,,So i'm afraid if i delete the collision nodes the objects will go through the wall or floor. I saw the collision check box in C/K,it's nvmesh related,You meant we can delete all the collision data in the nifskpe and just check it's collision object in c/k?like this picture. http://i.imgur.com/1biOD.jpg
  3. Hi,all. I'm considering to build a new small town,but the meshes inside the vanilla data can not meet my need. For example,I want to build a new nice brick wall. I used 3dsmax to create a normal nif mesh without problem,but i noticed there are some collision data inside the vanilla static mesh nif which contains collision information.So,,what should i do to make this new brick wall working in game? I have 2 options for now,, 1st. copy the collision branch via nifskope 2nd.. import new wall obj mesh into existing vanilla data with collision data.then replace the original mesh node. here is a screen of vanilla static mesh with collsion nodes,all expanded http://i.imgur.com/fyWpw.jpg some of the collision data inside the nifskope(version 1.10 rc6 still remain unknown).I really don't know how to do next. Which is the correct way? Thank you~
  4. Hi,I've created a new race database, including body,hands,legs,,,fully rigged models and textures. It works all ok on C/K,,Now I'm working on adding facial expression through FaceGen modeller's tools. Here is a preview http://i.imgur.com/qhycj.jpg Since I'm not coder ,and I have still lots of unfinished stuff on this project. I'm looking for anyone who knows how to write a simple batch file to covert and inject my edited facial expression .obj models into .tri format. Here is the command I want to do in CMD mode. For example.I've created lots of facial expression files,,Their names are FaceA.obj ,FaceB.obj,FaceC.obj....... I want to convert these files into .tri first.,,Assume I put all necessary files in folder C:\Morph\ In CMD mode,, C:\Morph\fileconvert.exe obj-tri FaceA FaceA ---->this command converts FaceA.obj into FaceA.tri ,then put FaceA.tri in the same folder of C:\Morph\ After converting all obj files,I created a new Face.tri in the same folder,,it's a clean head without any facial expression. Then I want to create a .tri morph target called Myheadmorph.tri to store all other morph targets. It's command list like. C:\Morph\Addanimatemorph.exe diff Face.tri FaceA.tri Aah Myheadmorph.tri,,, (Attention Aah is the morph name I want store in the Myheadmorph.tri,,I can name morph targets as the same name with those morph names, for example,,FaceA.tri as Face_Aah.tri, FaceB.tri as Face_BigAah.tri...etc..) If anyone can help,it will save me massive of time.Thank you:) As for the FaceGen tools,,go grab them here.In supprt>User manual section. My link
  5. Hi,I'm makeing new decoration items on character's faces,I succesfully registered it as extra head part and assign it as facial hair in C/K's Race>face setting.It shows succesfully on C/K and nifskope. I combined it's texture with vanilla's face one,because it's not too complex stuff,,it's all okay until i enter the game. It's just doesn't show in game. I set BSDismemeberSkin Modifier as "Head2" does anyone know what's wrong with it? Thanks in advance:)
  6. It's fine,no problem:) you have already taught ppl so much,I also found an alternative way to solve the rigging trouble, In the same time,I tried to import the animation into my modified bone frame created by your file. It's not working,,,I thought the animation is only the matrix3 data,,but it also contains coordinate value, In animation,,it still pulls my edited bones into it's originally position. And we can not edit some hkx files created by Havok Behavior at this moment.So this project is not practical until we can full-access the hkx. I definitely will try animation later after my current project completed. Thanks your time for reading my boring words,Regards~!
  7. Hi,i'm trying to reconstruct skeleton frame by havok sdk,,Here is a test 3 bones frame hkx i created,with rigid body,radoll,,,etc,,plz look this picture. http://i.imgur.com/2htZr.jpg On the left is the bone link i created,,only 3 bones,,almost everything is ready. Right side ,is the skeleton extracted from skeleton.hkx ,xml format. There are some stuff i want know to recreate a frame for my customized body shape. Look the hkResourceMemoryContainer nod i expanded,there are a few stuff i don't know what they're. CharacterBumper,,this is a bone object,with rigid body and collision,,I know because i compare the data with skeleton.nif in nifskope. How about others that i didn't created on the left side like CloakExportRoot,DwarvenSkirtPreviz,FemaleUnderwareBody,,etc,,,,?Any idea what type of stuff i should set them?bones or dummy,,and i need their physic setting,,I didn't see these stuff on the package released by CherryHotaling's 3dsmax file.I think they are related with some armor,,it will possible cause CTD if i create bone frame without these data Here is my filter configuration,, http://i.imgur.com/kTxz7.jpg hmm,,another request,,CherryHotaling,,would you reimport your max skeleton with international (SI) unit system please?(centimeter) If i convert yours (inch) into my familiar unit,,full frame got distored. Regards~:)
  8. You need This to covert your mesh between obj and tri. FileConvert and this file to add your morphed mesh tri into morph list. Addanimatemorph Tutorial My link I'm doing similar stuff,,You must be careful doing this,,for mesh you trasfered into obj,it's vertex index may be changed. And this tool weld vertex with it's own rule,the most safe way is convert obj into tri, then convert back into obj again,then use this returned file to rig and morph. 2nd,,you must put your morph target at the origin of the coordinate ,,[0,0,0] or it won't work. However I added new race morph into the list succesfully,it's still showing error in the C/K.I don't know the reason. But the facial expressions are okay,like Aah,BigAah,,BlinkLeft,,etc,, Maybe Beth locked race option in it's excutable scropt.. My current trouble is the skeleton,,I can't use vanilla's skeleton to rig my mesh,,Need help with this. Scale bones in Nifskope don't work well,,It caused lots of trouble like twisted arm,hair or CTD. We really need a way to modify the vanilla's skeleton.
  9. Hi,Sorry this my be a numb question,Is there any way to modify skeleton.nif already? I tried using Nifskope to scale some of them,but the result is bad,,character's hair float above the character's head,even i changed the C/K's race skeleton into my modified one. And,,plz tell me what's skeleton.hkx located at animation.bsa "meshes/actors/character/" is used for? I used hkxcmd to convert it into xml format,There is no animation insde this file,can't tell it's purpose yet.Should i modify this data to pair with skeleton.nif together? I've tried to to rig my new mesh into vanilla's skeleton for 6 times,,it's size just doesn't fit well,,really need help. Thanks in advance:)
  10. Oh,,I figure out the hair problem,,It's skeleton's chain-link related issue ,,,for example,,there is a chain link with 3 skeletons. 1st one scale is 1.5, 2nd one scale is 2.0,,,,, 3rd one(you can see this one as head) is normal scale as 1.0 then i apply the hair mesh into the 3rd one. the result scale of the head is not equal to 3rd bone's scale 1.0, it's 1.5*2.0*1.0=3.0 ,,,,so the hair got reshaped,,:P The result,,i must re-rig my skeleton,,the pelvis>spine>neck>head chain shouldn't change it's scale,,only do it on limbs,
  11. Hi,I read articles about this new physic engines for moving breasts.Nice done,and thx a lot for it! I'm trying to make a new race mod with modified meshes.When I add a new Hair into the headpart, the hair automatically adjusted it's shape to fit the original head's size.(the face part is reconstructed with my customed .tri files,it works okay in FaceGen modeller) .I know oblivion use egm files to make it happen,but i didn't see any in the bsa browerser in Skyrim. I want to know if you find any physic modification nod in the head area that cause this effect.If it does,is it possible to remove it from bone structure? Another question,I don't like the original skeleton frame shape,lt looks like gorilla,Is it possible to import my reconstructed bone frame into existing havok animation? Like what we did in oblivion.I tried scaled bones,but the result is not good,,lots of places distorted a lot when i introduced my scaled bone frame with paired new mesh into C/K. Thanks~!
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