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Deleted5588120User

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Everything posted by Deleted5588120User

  1. I might have missed something but do anyone know how the game insert a specific body to the game? I know it does so based on the skeleton because if I move the mesh compared to bones the mesh is drawn relative to the bones. Question is, what value do skyrim use to know at what z axis location to place the body? Is this hardcoded for male / female bodies? For instance: If I wish to make the player able to slightly walk on air / float when moving around causing the body, feet, hands and head to be slightly higher up on the z axis?
  2. This problem have bugged me for some time now. Everything done corrent and looks good in blender, export to nif and in NifTools you get incorrect Dismember information, extra BP_TORSO and so on. I looked through loads of armor mod to see what others have done and noticed that most keep the original body intact and just add armor on top instead of removing unseen faces from the body itself. Probably, people just copy the working model from nif to their new nif and everything works fine, except for clipping issues that force you to increase the size of the armor/clothing or whatever :) First off: Bone Weight Copy. If you want the same weight as any other model just rename the dismember data from 32, 34, 38 and so on to BP_TORSO, BP_RIGHTARM and BP_LEFTLEG as needed. This will import nicely into Blender as the import script understand these vertex groups. When you copy weights these will be copied correctly as well. One less problem to fix :) Next: Export to NIF correctly Skyrim use 22 bones while fallout 3 use 18 and the export script will error correct and create new groups (another BP_TORSO) that will mess up the mesh. It works for smaller meshes as the 18 bone limit isn't reached. But, to solve you can edit the python script. Look in your application folder (Blender) under path \Blender\.blender\scripts\bpymodules you have the file nif_common.py Change the following: EXPORT_BONESPERPARTITION = 18 to EXPORT_BONESPERPARTITION = 25 and min_val = 4, max_val = 18 to min_val = 4, max_val = 25 Restart blender (if you have that open) and max bones will change from 18 to 25 and all dismember partitions will come out correct in the Nif.
  3. Hi, Several months old post I noticed but I ran into the same problem. Did you figured it out? While I guess the problem is my own fault, if you know I would be happy to know too :) Also, unless you figured it out yourself, in blender, in object mode, select the object and use Set Solid / Set Smooth to change between ugly polygon and smooth look.
  4. Hi, Im playing around and try to create an armor and so far everything is "done" but when I try to import the skeleton data into blender I just get python error. It says "ImportError: cannot import skeleton: root is not a NiNode" What am I missing and where did I go wrong? I have followed two different tutorials that explain things slightly different but neither adress this issue. Help would be great :)
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