chicky540 Posted November 17, 2013 Share Posted November 17, 2013 hi guys. so, after a good month of progressing (weighting, skinning, uv mesh, and so on and so on) i got my armor as good as done. cuirass, gauntlets, boots. its finally got textures, it looks fine in the ck, and since i set it to be crafted, on the forge the goodies just look exactly as they should do. now, i got a problem thats driving me nutz the whole weekend. when i see the gear in inventory, like at the forge, all is fine. BUT when i try to equip the things, all gets... i dont know how to explain it, its like a stickman on shrooms or sth. i made a screen of a mannequin equipped with my boots. http://static1.nexusmods.com/110/mods/110/images/44371-1-1384722770.jpg basically i think the boot itself works, but it got twisted in a weird way, two times turned wrong by 90 degrees, first on the x and second on the z axxis. the spikes you can see are supposed to be on the front shin guard facing upwards. anyone got a clue how i can fix that? i used malos-skeleton-files for the weighting n stuff, its male armor. ... i tried to turn the skeleton in my blend file exactly the way the messed up picture wouldve looked right, and in nifskope it looks adjusted, but both versions look just like that ruined thingy here. anyone can point me too an new idea? what could be wrong? it sux that im so close after all those failures n stuff and dont manage to finish it... thx for reading / helping, *hugs* Link to comment Share on other sites More sharing options...
chicky540 Posted November 17, 2013 Author Share Posted November 17, 2013 oh, hey, thats how the stuff looks just before exporting it by blender 2 - 4 - 9 ... --> http://static2.nexusmods.com/110/mods/110/images/44371-1-1384637079.jpg Link to comment Share on other sites More sharing options...
Terra Nova Posted November 17, 2013 Share Posted November 17, 2013 (edited) Make sure they are on the correct skin partition. They should be on SBP_37_Feet. And just putting this out there, Blender has an annoying tendency to corrupt skeletons on import. You know it's corrupt if it's prefixed with .00 instead of .nif. That too can cause unexpected BS in game, or simply crash the CK. Edited November 17, 2013 by Terra Nova Link to comment Share on other sites More sharing options...
chicky540 Posted November 17, 2013 Author Share Posted November 17, 2013 (edited) yeah, the skin partition is sth i got already covered, boots on 37, gauntlets on 33, armor 32. i used a tutorial explaining it with doing the import and export by blender 2.4-9 (used always 2.6-9 for my weapons), i got the nif-scripts and all other stuff setup like the tutorial explained, it was a pain in the a to merge the textures (had to do it lots of times before i figured out what to set where in the older blender)... im gonna take a look at that prefix thingy, thx for the tip :smile: edit: nope, i removed the skeleton when i imported and skinned them to malo's skeleton standard file. i checked the bones in my boots and the original orcish ones, and the result is: the translation-values of each bone / partition match, but not the rotation ones. just for fun, i copied my boot, and changed every bones value to match the ones from the original file. and now, the boots that looked fined in nifskope suddenly look f up just like that ... thing ... i see in game. maybe it works if i find a way to adjust the values, since there seems to be a relation .. ??? simple example: left foot rotation in my boots: y 122.66 p -43.12, r 49.21 ... original: y -125.33, p -12.92, r 171.13 again, if i replace my own values with the original ones, the result is the same mess as seen on the mannequin. now how would i have to calculate the values that i would actually need? ... or does it make more sense to export the things over n over again? sorry for bothering you folks, im good at weapons now, but still am a bloody newbie on armor... Edited November 17, 2013 by chicky540 Link to comment Share on other sites More sharing options...
Terra Nova Posted November 17, 2013 Share Posted November 17, 2013 (edited) Gauntlets 37? don't you mean 33? You can do all your modeling in 2.6.9. I think. 2.4.9 doesn't have to be used exclusively for modeling. Most people just use it for the better exporter/importer skyrim purposes, especially for .obj.I'm sure not 100% sure though. I use 3DS myself, haven't touched Blender in months. Edited November 17, 2013 by Terra Nova Link to comment Share on other sites More sharing options...
chicky540 Posted November 17, 2013 Author Share Posted November 17, 2013 (edited) oops, i edit that wrong... *corrects i used 2-6-9 for my 60 weapons pack, but you cant skin stuff .. em... or do you say bone-parenting? ... 2-6-9 simply is no good for armor n bows, at least thats what i heard. edit: hmpf. well, the only explanation i have is that the body i used to weigh the stuff / the skeleton i used is the wrong one. so instead of using a blank i scored here im gonna try tomorrow with the original body that i just found right now and extract. at this point kudos to terra nova, thx for fast replies :) Edited November 17, 2013 by chicky540 Link to comment Share on other sites More sharing options...
Terra Nova Posted November 18, 2013 Share Posted November 18, 2013 Really wish I was still using blender, as I'd have a lot more information. Well now you know it's been the wrong body/parent, all should be well, hopefully. The set(by my own standards) looks great. Definitely know that feeling of getting something made in the game finally. Although I can't make anything that good yet. I'm just passing on what I've learned lol. Link to comment Share on other sites More sharing options...
chicky540 Posted November 18, 2013 Author Share Posted November 18, 2013 (edited) HIP HIP HOOOOORRRRRAAAAAYYYY!!! :woot: admins, you can close this topic, problem solved :smile: em... or, in case someone else has got similar problems, heres what f up my gear: what bugged me was that the item looked good in ck and even the pic of the gear when crafting it at the forge was okay. so, it really were skeleton problems. what i did, i took the last blender 2.4.9 version i made before exporting the thingys to nifs. then i deleted the weights and skeleton i took from a file i downloaded here (em, it included cbbe-bodies or stuff like that, i just run normal skyrim without any body mods) so it simply was the wrong base i worked with i think. then, i extracted the ORIGINAL body-nifs from skyrim, made them importable for blender in nifskope (12-11, 83-34, cut all outside of ninode) and imported them twice. once for correct bone weights (deleted the skeleton at this point), script run, correct weights. then i imported them again, but this time with the option of "only import skeleton and parent" ... then, as usual, export all to nif-format, readjust the file (11 and 34 back to 12 and 83, the usual c rap, set it to the right body partition, added bsshader and so on) ... started the game... and... MEGA-HYPER-WOOOOOOT! :woot: edit: also the filesize was changed from like 740kb for the boots to 970kb ... id love to be able to explain more in depth, but i gotta adjust the cuirass and the gauntlets, and after crushing my nutz on the armor for like a month im just so happy that it finally works that i simply freak out right now! :woot: edit 2:picture --> messed up gear on yours truly --> http://static1.nexusmods.com/110/mods/110/images/44371-1-1384784888.jpgpicture --> boots fixed on yours truly --> http://static1.nexusmods.com/110/mods/110/images/44371-2-1384784888.jpg i moved around, sneaked n stuff, they work just as they should... holy duck, now that battle took a friggin month... IVE WON!! :woot: edit 3: ooookay, theres one last thing i need to fix. so the reflection is way to high, thats sth i can fix within seconds, buuuut theres one last thingy bothering me. the wrist-blades bend with the skeleton, so im gonna tweak the file once more, i think i know where the problem is. so for the finishing touch, i just checked again some tutorials, and the solution: weightpainting :smile: so if i simply paint the weight lower for the parts that shouldnt move for the fingers, its done i guess. same for some spikes on the pauldrons of the main armor, and im done ... YAY! :woot: here, take a look --> http://static1.nexusmods.com/110/mods/110/images/44371-1-1384789952.jpg edit 4: so, here is a pic from blender that exactly shows the problem why the blade gets turned --> http://static2.nexusmods.com/110/mods/110/images/44371-1-1384797722.jpg as you can see there, red = heavy weight = bone moves and mesh moves a lot, blue = low weight = bone moves and mesh doesnt move. for every newbie (like me... well, not anymore that much of a newbie :smile: ) this is a nice picture. you see, that the bone that moves this specific part of the finger also has an influence on the blade. so what to do? you simply paint the blades completely dark blue, for every finger bone you gotta check that. im not sure if the wrist also has unwanted effects on the blades, i will see that once im done with the fingers and make another in-game-check (which means im gonna punch my lakeview bard to death and enjoy some niiiiiiice killmove-research :woot: ). for those that got similar problems, heres a good side explaining the thingy: http://wiki.tesnexus.com/index.php/Creating_an_armour_for_Skyrim._Part_1#Add_weights_to_the_armourso, once i made sure that the finger movement doesnt affect the wristblades anymore, i hopefully am a step closer to finally creating the most brutal armor skyrim has ever seen (i guess im also gonna take a look at the pauldron spikes of my armor). i really loved the stormcloak-officer-thingys, but they are kinda lame and tame. and herewith i claim the title for *most brutal orc armor on the webz* ... i mean, i claim that title already for a while now concerning weapons :smile: edit 5: with weightpainting, every little mesh point counts... buuuut, im getting closer... --> http://static1.nexusmods.com/110/mods/110/images/44371-1-1384805698.jpg Edited November 18, 2013 by chicky540 Link to comment Share on other sites More sharing options...
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