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oblivionss

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Posts posted by oblivionss

  1. Thank you for the detailed explanation and attached file. I'm having a problem with the above, but I'm going to test it again and work on Blender.

     

    The border between body and head does indeed change with body weight. The reason for why there are no two versions of the head model is that it uses a different method to store this information than most other body parts and armors.

     

    While shape changes for the latter are dynamically interpolated by the game by comparing the _0 and _1 meshes, the head has this change "hardcoded" as a morph in its corresponding TRI file (where other head morphs are stored as well, like facai expressions, etc.). As you saw, the head NIF has the _1 shape while the _0 shape comes from the TRI.

     

    Depending on the import / export tools available for your 3d modeler it is possible to import that TRI to get to the correct _0 neck shape. Or maybe you can even find a download for a correctly shaped _0 head exported from the morph.

    Alternatively you can save yourself this additional step and just model your _0 armor off of the _0 body necksesam, guess the shape of the neck above that seam and then test in the game if you have any clipping problems requiring corrections.

     

    €dit

    Since I never worked with TRIs before, this got me into a quick import / export workflow experimet.

    I exported both the vanilla male and female head in their 0 weight form as OBJs and, as a bit of service, uploaded them for anyone who might need them: https://uploadfiles.io/98mcpmah

    (Link expires after a 30 days)

  2. Hi, Everyone!

     

    I'm a newbie moder that stopped making a mod for a long time and started again.

     

    The question arises during the meshing process in the _0.nif file (body mesh), which has a weight of zero. In _1.nif, whose weight is equal to 100, the head mesh and the body mesh jointed together well, so there was no problem in meshing. However, the _0.nif file (body mesh) and the head mesh do not fit together and there is a neck seam problem. Please see the attached file below.

     

    The head mesh does not have two separate _0.nif and _1.nif files, whereas the body mesh is divided into two minimum / maximum weight files, so it is understood that the head meshes are not bordered with each other. The point I want to ask is, then, how do we do the body mesh modeling for that connection in the work between _0.nif and the head mesh? In the attachment below, I'm wondering whether the bottom connection of the head mesh and the top connection of the body mesh should be aligned.

     

    I asked this question because the circle part of the attachment overlaps the collar of the armor mod that covers the body mesh I'm making over the lower part of the head mesh and the upper part of the body mesh.

     

    Thank you for reading my article, and I would like to ask for your help and comments.

  3. oblivionss

    Hi, see this page on NIFtools property settings BEFORE export

    http://beyondskyrim.org/2016/04/24/exporting-blender-2-7-skyrim/

     

    I did a test just using a simple sphere but it seems to be correct as exported nif does open in NIFSkope.

     

    Quick question, what is your import process starting with current version of nifskope and moving to blender?

    The models import but are GIGANTIC. :ohmy:

     

    Thanks.

    m

     

    Hi.

     

    The memory is a drought because it long time ago but I used Blender & nifskope latest version.

    And I already read that settings in Beyond Skyrim before exporting, and also I've checked import, export options, world scale, normap map reversing, the numbers of vertex, etc. in Blender but could not be realized.

    So I coudn't see nif file in Nifskope becuase export failed.

    At present, unfortunately Blender files is uninstalled because I'm very tired(spent much time with exporting check & language problem)

    Anyway, thank you for your advice and opinion and caring for my past post. If i have enough time, I'll try again later.

  4. This is a link about blender and nif states

    http://www.nexusmods.com/skyrim/mods/62065/?

     

    So if you are serious about animations try 3DSMax

    If you are a student or in high school you can get 3DSMax Free

     

    http://www.autodesk.com/products/3ds-max/overview

     

    Unfortunately, I am not a student or high school, and sadly, I don't know how to use(I don't speak well english...) ToolsPack to work with Blender 2.7. To be a different way aware(waiting for nif plugin update) or to be find other program.

     

    Anyway, thank you very much for your support and advice.

  5. Nif doesn't work with blender animations only 3dsMAx is compatible

    Thx for your reply.

    So doesn't work with latest nif plugin? or nif plugin self?

    I know Blender 2.49b is working with past nif plugin(don't know an accurate version) but I am using Blender 2.77a because 2.49b is not working my computer with unknown error.

    I am using nif plugin 2.60 pre alpha version , and I didn't tried animation work with Blender. Only tried with mesh, uv mapping, boneweight, rigging.

  6. Hello, I don't speak well english. Sorry for that.

     

    I have a problem with Blender nif export.
    I am using Blender 2.77a latest version(steam version) and latest Blender nif plugin.
    I completed mesh modeling, boneweight, skeleton rigging, and I tried export to nif.
    But nif export failed with 4 errors. I attached image.
    Who knows a solution?

     

     

  7. Hello.

    I don't speak well english. Sorry for that.

     

    I have a problem with Blender export.
    I am using Blender 2.77a latest version(steam version) and latest Blender nif plugin.
    I completed mesh modeling, boneweight, skeleton rigging, and I tried export to nif.
    But nif export failed with 4 errors. I attached image.
    Who knows a solution?

     

     

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