Jump to content

Hair Meshes flipped on Y axis?


emmyjemmyjammy

Recommended Posts

I'm experimenting with hair meshes for FNV, while I'm not super good with hair I've done a bit of 3D modeling so I'm not completely unfamiliar with modeling/uvs/skinning/rigging etc. I've used the BSA extractor to get the head meshes and hair meshes from FNV to take a look at them and got blender 2.49b with the niftools plugins and things, but when I import the hair mesh it's flipped 90 degrees on the Y axis but the head mesh isn't. I'm pretty familiar with blender and 3DS Max using y/z differently from blender and all that but I've not encountered it using different reference points withing stuff made for the same game and engine so I'm really confused.

 

 

 

I also tried extracting fallout 4 meshes to see and they have a really similar issue plus some scaling stuff. I've used the same import settings as this tutorial here on the nexus.

 

 

They don't seem to do this when I open the .nif's in NifSkope, so I'm thinking I must be missing something. I'm a bit hesitant to just transform the hair mesh to fit the head mesh and continue my editing and exporting in case there's a good reason the meshes are doing this and the GECK is applying some kind of universal transform or something. The tutorial I'm following doesn't mention anything about this issue. Does anyone have any advice?

Link to comment
Share on other sites

Fallout 3 and Fallout New Vegas use basically the same game engine. I don't know why they made a change to hats and hairs, but if you use Fallout 3 meshes on New Vegas the hats and hairs end up rotated by 90 degrees. The nif tools for Blender were built for Fallout 3 and didn't change for FNV so nifs created in Blender will usually have the same issue.

 

I usually just fit everything to the head and then go into NifSkope and rotate the hat or hair 90 degrees to make it work properly.

 

There is a way to fix it using FNVEdit but I can never remember what flag it is that you have to set, so I always use the NifSkope/rotate method.

Link to comment
Share on other sites

Sorry! I meant that I was trying to convert hair from fallout 4. Are you saying I should just focus on making the mesh fit in blender and then check it in Nifskope? I'm also planning on trying to make my own hairs from scratch/mesh edits that would require blender and probably can't be done completely in NifSkope and what's confusing me is whether or not I should leave the meshes like they were when I imported them for my export to make sure they work okay in game. I'm not used to seeing a hair mesh so out of alignment with a head mesh when modding hair for other games.

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...