BlackRockShooterxxstar Posted July 25, 2021 Share Posted July 25, 2021 (edited) Hello there, I am having issues with getting a character head to attach to a body.I just need help getting this to work, But I have also noticed that it alters the skeleton so I fear I must be doing something wrong.Can anyone help? Many thanks! Edited July 25, 2021 by BlackRockShooterxxstar Link to comment Share on other sites More sharing options...
Pellape Posted July 25, 2021 Share Posted July 25, 2021 How did you make that head armor in the first place? What software are you using? Link to comment Share on other sites More sharing options...
BlackRockShooterxxstar Posted July 25, 2021 Author Share Posted July 25, 2021 (edited) Thank you for replying! I had extracted some assets from a game I have gotten the textures and the head mesh specifically to see if I can apply it to the player characterI have some knowledge of blender but I have never made a helmet mod at all in my life. I am not sure if it is at all possible to get this working. Edited July 25, 2021 by BlackRockShooterxxstar Link to comment Share on other sites More sharing options...
Pellape Posted July 27, 2021 Share Posted July 27, 2021 (edited) If I am not wrong, editing bodies and heads is the most difficult task that we can do I guess. A helmet is a head. What you can do is to import a Oblivion helmet/head into Blender and then your helmet, and move your helmet/head until it lines up with the original helmet and then export it. We can have many meshes activated in Blender at the same time. When it comes to suitable versions of the NIF scripts for blender, I do suggest v2.6 for importing the 2 meshes and v0.06 for exportig yours. You can have all versions installed... :wink: Do load the mesh into Nifskope after you exported it from Blender and let that app clean the mesh by resaving it before you test it in game. You can also do some simple edit in Nifscope, like changing the angle and position of the mesh, so maybe it will be enough and that is done by editing the right property of the mesh. Get familar with Nifscope as it is a bloody cool program for sure. Another way is to load an original helmet in to one Nifskope and open another with [CTRL}-[N] and open your mesh there. Go to the original and delete some NiTriShapes or NiTriStripes, delete the whole branch and go to yours and copy one branch in a time and paste them over the original helmet. This is one of the smartest ways there is to port stuff and I do it with weapons where I load an Iron Sword in one Nifskope window, deleteing all visible branches and copy my branches from the other window and paste it over the Iron Sword. Edited July 27, 2021 by Pellape Link to comment Share on other sites More sharing options...
BlackRockShooterxxstar Posted July 27, 2021 Author Share Posted July 27, 2021 I used Nifskope! Turns out I hate to rotate it as such! THIS IS AMAZING! THANK YOU SO MUCH!!!!! It works well if you have existing meshes that can "act" as a helmet so thank you so much for this! Link to comment Share on other sites More sharing options...
Pellape Posted July 27, 2021 Share Posted July 27, 2021 (edited) You are most welcome :) Glad I was able to cast some light... By the way, the best way to change the heads is to use OCO2 and Blockhead. Edited July 27, 2021 by Pellape Link to comment Share on other sites More sharing options...
glowplug Posted July 28, 2021 Share Posted July 28, 2021 There is a limit to doing this.Providing there is a tri file for the required head, The Conformulator should be able to generate the new tri and egm for the custom head, hair, beard or helm to work. I've found heads to be a lot of messing around and could use some advice. What I'd really like to know is how to do creature heads that do not use tri files. Link to comment Share on other sites More sharing options...
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