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kraxyk

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Everything posted by kraxyk

  1. Hi, I was just curious about creating a body mod. I remember a long time ago reading about when this first game came out, that someone was able to find a hidden topless mod file that Bethesda left in. If this is true, where? I would like to open it and use that as a base if possible. Thanks
  2. wow that looks awesome. Grant it, some parts need to be touched up and fixed for the future but wow. Thank you so much. Now if I may ask. What did you do with my nif to make it work? Just so I know for future attempts...
  3. ok well I did everything and still it doesn't work. Well here is the nif file if you want it. I really have no idea what to do next My Nif File
  4. it's you. I don't mean that in a negative way. But it seems you will have to research the issue a little bit more. No pain, no gain. I can't help you with Blender. Everything else I have already said. read more tutorials. Go to the blender wiki or the blender community. I also noticed something else about your mesh: there a several meshes inside the nif that are basically copies of each other. you should delete every one except for the one you want to keep. maybe blender is having issues with exporting skin information for those useless copies (but I doubt that's the problem) well I can't get it to export, just crashes Blender :( Should I try to remove doubles?
  5. it's you. I don't mean that in a negative way. But it seems you will have to research the issue a little bit more. No pain, no gain. I can't help you with Blender. Everything else I have already said. read more tutorials. Go to the blender wiki or the blender community. I also noticed something else about your mesh: there a several meshes inside the nif that are basically copies of each other. you should delete every one except for the one you want to keep. maybe blender is having issues with exporting skin information for those useless copies (but I doubt that's the problem) thanks, ya every time I try to export there seems to be always one vertex that isn't painted. ugh
  6. it's the same file as before. Still the same mistakes. read my previous posts again, and read this: http://cs.elderscrolls.com/constwiki/index.php/Blender/Creature_Meshes_101 just do that tutorial, except that you use the vanilla skeleton and your mesh. don't come back until you do that... just kidding. But try it out, it should clear things up. Good Luck! is it because it is a too high poly mesh? Or nit picky export script. Or is it me?
  7. ok so all is good so far but I have run into a problem. I have weight painted everything. I go to export and it doesn't work I get an error. "Unweighted vertices" It highlights the verticies that have not been weighted. I go and weight them. This I have done about 12 times now and somehow everytime it comes up with another verticy
  8. the armature is not a mesh. It's a structure made of bones (or nodes). It's not supposed to be part of the mesh. You don't even export it. All you export is the mesh with skin information (= weighted). if you really did weight paint it, all you need to do is export the mesh (and not the armature). EDIT: there really shouldn't be any parenting/linking going on. you don't want the skeleton to be part of the nif. any questions? ya, in blender it appears as a armature can't be part of a mesh. It has to be its own seperate object that then gets parented. Either by the modifier or actual parent. Nif Download Link
  9. ok so I fixed everything so far except the vertex groups. So should I delete my bones that I made. And then select the verticies, add them to a group and then parent that to the skeleton.nif's bones? no you actually weight-paint it (witht some sort of brush) in a 3d application, like Blender or 3ds max. here's what you do (should be the same for every app): (0. start a new scene) 1. import the skeleton (armature in blender). That's the file "skeleton.nif" inside your "oblivion - meshes.bsa". 2. import your mesh 3. play around with the mesh until it fits to the skeleton. Do not touch the skeleton! 4. reset XForm or whatever it's called for your app 5. apply a "skin modifier" to the mesh. This could be called different in blender. Google it. 6. add the bones you want to the skin modifier (should be some sort of list) 7. set or paint the weights for the vertices. 7a. little trick: rotate the bones to see how the mesh deforms. and repeat step 7 until it looks good. Just make sure you have a way to reset the bone to its default rotation (e.g. by setting keyframes) 8. select your mesh and export to nif 9. make sure the nif exported alright (check my earlier post or whatever) 10. test the mesh ingame steps 5-7 are the actual weight-painting. maybe you should read a tutorial or two about it first? setting the weights for each vertex manually (e.g. with nifskope) is possible, but it's too complicated to get any good results that way. Good Luck! EDIT: most of the mistakes you made earlier, should not even happen when you export it to a nif from blender. ok so I have my mesh, with bones, with weighted verticies. But for an annoying reason, the armature is a seperate mesh instead of part of my femaleupperbody. So do you know how I can get it to be part of that one mesh. I could try a modifier. The reason I need it under one is because I can't parent/weight the verticies to another meshes's bones. well I added an armature modifier and linked it to the armature object. Exported and still it does not work
  10. ok so I fixed everything so far except the vertex groups. So should I delete my bones that I made. And then select the verticies, add them to a group and then parent that to the skeleton.nif's bones?
  11. -------------------------- Other tipps: Take a look at other body replacers and try to understand how they did it. go here and read some tutorials: http://cs.elderscrolls.com/constwiki/index.php/Portal:Modeling try something easier first, bofore tackling such a complex thing. Work yourself through the tutorials until you have a decent understanding of 3d modelling in general and until you can use Oblivion-specific tools reasonably well. regarding 3d modelling, here are some skills you will need to have in order to succeed with this: -modelling (polygonal modelling, box modelling. etc) -UV mapping -weight-painting I know this looks like a lot to learn, but there's no way around it. Good Luck! PS: Since you can't release that mesh anyway, you will have to create your own. One way would be to model your own mesh around the Poser mesh. Not only will you end up with a low-poly mesh (which is easier to manipulate), but you will also have something you did yourself. I agree with that except I cant get the curves right so for personal use and non distribution as a newbie mod (non released) I was just going to use the poser model. The other thing I could do is use a free program called make human which produces low poly people. If I ever wanted to release it. And that I can't claim as my own but they don't require any rights on it. As long as its not commercial. Thank you for all your help I will check out the rest of the thread and stuff tomorrow. Just figured I would address that first. P.S. Thanks again for all your help P.S.S The funny thing is I am good at 3d modeling, just not people ;)
  12. yes I have and still nothing
  13. Did you weight-paint the mesh to the skeleton? And again: please provide the nif or a screenshot of its sctructure (in nifskope). That might give us further clues. I forgot what weight-paint is um but here is the nif and I will try to get a screenshot So basically you want me to create vertex groups? For what? Arms, Upperbody. Like that? ScreenShot Nif File
  14. Ok so I made it visible and made sure it was correct and all. It is. And I saved and now I go to the site and still can't get in
  15. wait what? What does that mean to me then? I have to go back in and edit it? oh but I believe I also chose not to display my age let me check
  16. yes I saved preferences
  17. Ok I tried and it still did not show up in the game. My game either crashed when I executed the sexchange command or if it did the command I was still missing the mesh. In blender I selected my mesh (not armature) and then selected the Skeleton and I made it parent
  18. Hello, why can't I see adult content. I am of age, I have checked my preferences, and I am registered
  19. Ok thanks all. I will give all of those ideas a shot. But what I did see was that I import and export with a scale correction of 1. By default its ten so maybe that's why it looked tiny in yours
  20. Well how do I know how big to make it because I imported the female upper body nif and they match in size
  21. Thanks, that would be great. I did name the bones the same as the original's nif. If I can't get my own to work then I could try to edit that one. But the problem is that it is very difficult to vertex edit and remove the bra top.
  22. I took and edited a mesh from a different program So I didn't fully make it but its not something from oblivion either
  23. Well I added an armature to my mesh and created the bones from there. I can upload the nif object then
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