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Gary3

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  1. Hi, I wouldn't need to use quest markers, if quests would have descriptions and background info like in the old days. But I'm not going to search thousands of square miles for a quest description like "Kill that guy at quest marker position.". Best regards, Gary
  2. Hello Insentience, in some other games this issue is caused by V-Sync, I don't know if that's on by default in skyrim or where to disable it for testing, however. Best regards, Gary
  3. Hello, when i create a new idle animation for the horse mesh (idle_pawning.hkx for example), only parts of that animation are taken and animated ingame (tail for example) while some bones (head for example) perform an animation which isn't present in the new idle_pawning.hkx file, but seem to come from the standard idle animations where the horse is panning its head (very strange the horse is taking its head down while looking upwards). When replacing an animation which is not an idle animation (runforward.hkx) there is not such a problem, it correctly only plays all of the new animation. Do I have to configure idle animation in some special place or what could be the problem? Best regards, Gary
  4. Hi, I've imported the mesh first, then the skeleton and attached the bones to the horse body mesh. As soon as the bones get attached, they are again rotated by 90 degrees. The animation is working partialy, with several vertices moving into strange positions. Is there a fix / workaround for this? Best regards, Gary
  5. Hello Jet, I tried that, but unfortunately the skeleton doesn't seem to stick to the mesh then (transforming the skeleton isn't affecting the mesh, loaded animations only animate the skeleton, but not the mesh). Do I have to attach the bones to the mesh somehow? Is the vertex weighting still there if I can somehow attach the skeleton to the mesh? Best regards, Gary
  6. Hello, I've got a problem when importing a mesh including its skeleton into 3D Studio Max. The bones seem to be off by 90 degrees: When I attach a kf-animation, the body gets all messed up, because the bones are not in the correct layout. If I import only the skeleton without a mesh, it is displayed correctly, but it's hard to animate without the mesh as a visual guideline. I'm using the NIF-Plugin 3.7.3.fd27a94 (fork mod on Skyrim Nexus). Does anyone know, how I can fix this? Best regards, Gary
  7. Hello Bergzore, thank you very much, it worked! :) Best regards, Gary
  8. Hello, when I import the .kf-file animation into 3D Studio Max it seems that a keyframe is present for every frame of the animation. When I delete the keyframes and create my own animation with 3 keyframes, 3D Studio Max animates smoothly between these keyframes. However, when I export the animation, convert it to an hkx-file and load it in Skyrim, there is no real animation but the positions of the bones jump to each of the 3 keyframes when its time is reached, without playing the animation between the keyframes. Do I have to create a keyframe for every single frame in 3D Studio Max and how do I tell 3DSMAX to create new keyframes between the two I define? Best regards, Gary
  9. Hello, And based on this, _you_ want me to do something to my mod? I spent 250 hours creating my mod, I've got a usefull name of the esp. There is no description, because I don't use NMM and never have used CK. But with such wording... just... no. Though I have some left over punctuation marks you may use in future posts: !!!!?!!?!!?!?!??? Regards, Gary
  10. Hi, got it working, thank you very much! :smile: Best regards, Gary
  11. Hi, when working, 3D SMAX 2012 often crashes when adding a modifier above the BSDismemberSkin modifier. Delete that, add the other modifier, bake it (or just delete it after you're done ; unwrap uvw modifier for example) and readd the BSDismemberSkin modifier. The Nif exporter will crash if you merge several meshes and choose something different than "leave the material as is" in the material dialog with the three options. Best regards, Gary
  12. Hi, unfortunately I cannot find a way or tutorial to add my created *.dds and *.nif-files into an esp. I created a new esp file and set it to active in the Creation Kit. When I click "Create archive" or "Upload Plugin and Archive to Steam" (which I don't want to do) I get an empty files window where I cannot drag files into (from the windows explorer e.g.). How do I add custom files to an esp and into the right folder? Best regards, Gary
  13. Hello Asaang, as soon as you make the smallest change to only a single vertex, the BSDismemberSkinInstance gets invalid and has to be rebuilt. The name of its subpart is irrelevant (at least I never had problems using the default and I never had to change it). It's important, that after you copy your modded NiStriShapeData and BSDismemberSkinInstance to the original NIF, you change BSDismemberSkinInstance -> Partitions -> Partitions -> Body Flag to the correct value again (look in the original file what it was before). Unfortunately, I'm not really used to work with the human mesh (horse mesh specialist :laugh: ) so perhaps someone else can give a few tips? Best regards, Gary
  14. Hi, you can attach new polys to the original mesh, but it goes like this: Original mesh: Delete BSDismemberSkin modifier New Mesh: Edit & Convert to editable mesh (you can edit it as an editable poly, but after that you have to convert it to an editable mesh. Make a backup copy of the poly, if you want to edit further). Original mesh: Klick on the Editable Mesh (modifier) and attach the new mesh. Add a new BSDismemberSkin modifier, open it, click on its subpart and select all faces of the mesh by dragging a box around it. If you want to texture it, please take note of this: http://forums.nexusmods.com/index.php?/topic/562202-tutorial-editing-the-horse-mesh/page__view__findpost__p__4560810 Best regards, Gary
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