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Lazarus89

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Everything posted by Lazarus89

  1. After watching Bergzore's animation tutorial series on youtube I could get the 3rd person animations to work. Turned out I missed importing the cameras and a couple of other minor things. However, 1st person animations still won't work. Im- and exporting 1hm_idle gives me this result. I can't find any information on how to do/edit 1st person animations in particular. Also, I can't remember having seen any 1st person animation mods that are not just renamed vanilla files serving as replacements. So can this actually be done?
  2. Cute one! http://abload.de/img/beholder8vszj.jpg Just get rid of that 25NiNode Beholder [8] and put your TriShapes directly under the 0 NiNode. Also, there are a few vertices that are attached to more than 4 bones. You can fix that by applying Mesh-Make Skin partition in Nifskope or better dirctly in your 3D application since the former can make holes in your mesh.
  3. I wanted to tweak some of Skyrim's animations. Getting them into 3dsMax 2012 and editing them works just fine, but it seems to be impossible to get them back into the game properly. For getting started I tried to im- and export the 1hm_runforward animations (tried both 1st and 3rd person - yes, each with the correct skeleton) without changing anything in max. Both the tutorial on the nexus wiki (link) and the tutorial by xp32 and aeon (link) give me screwed-up results: either the right arm just bends out of the screen or the whole character does a breakdance. Yes, I carefully followed the instructions. Yes, I used the right version of the Havok tool. Yes, I am aware that Max 2012 needs a workaround when using Havok tools and I did convert my file using hktcnv. Any ideas what could be wrong?
  4. Bump. What about possible Workarounds, any ideas?
  5. Tried that, at least the helmet won't be invisible now. But the problem still exists: after loading a game, everything looks fine. Save+reload and the collar will appear (along with the helmet), even if it is supposed to be hidden. Save+reload again and everything appears to be fine as again. This is reproduceable. I just don't understand why the same system works fine with Boots and Gauntlets but not with helmets. What about the priority setting? I've been using default settings (5 for cuirass, 10 for everything else) and changing them doesn't seem to be helpful either. As for issue with the female armor meshes: this seems to be solved, I believe capitalizing the mesh folders fixed it. I remember Oblivion being picky about that as well sometimes.
  6. I've been creating my first set of armor for Skyrim using 3dsMax 2012 and ran into two strange problems I just can't get my head around: 1. The game just ignores the meshes for female characters. On a male character everything including weight sliders works fine. On a female character the game just uses the male model and the sliders do NOT work. However, the female nifs are fine and work as intended if used in the male slot. This is how the cuirass is set up in the CK: http://abload.de/thumb/cscuirass5yja3.jpg 2. Equipping the helmet (closed helmet to replace the entire head) sometimes just removes the head: I created a new character, saved. Went to bleak falls barrow where I placed my armor. Equipped it: works like a charm. But once I save and reload again, helmet and head are gone. But I also have a few older save games where the helmet always works. Yes, I'm speaking about the same item from the same .esp. This is the thing ingame (left: helmet equipped, not working - middle: helmet unequipped - right - helmet equipped, working): http://abload.de/thumb/ingame01qrks9.jpg See the red/black cloth collar on the cuirass? This part is supposed to be hidden once the helmet is equipped, hence it is set to 30-HEAD. Basically I set it up just like it is commonly done with the forearm or calves sections that are hidden once the character has gloves or boots equipped. But it just won't work properly. This is the helmet in the CK: http://abload.de/thumb/cshelmetiikp6.jpg If I uncheck the 30-HEAD biped object from the cuirass AA the collar would always be hidden and the helmet always working. But that's not what I want, of course. Well, everything is set up how it is supposed to be, as far as I can judge. Weighting, dismemberment, file names, item properties in the CK, etc... I'm at the end of my wits. Any ideas?
  7. Here's one thing that should be mentioned in post 1: the vanilla nif you copy the shader information from must be a skinned mesh as well. I just spent hours trying to find out why my armor was completely rigid ingame - the shader block came from a sword.
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