geechan Posted June 24, 2009 Share Posted June 24, 2009 I hope I do this right. XD I'm looking for either a) an already altered skeletonbeast.nif which moves the tail up slightly so it's actually coming out of the 'tailbone' on a character and not from the rear end or b) a blender tutorial that could help me learn how to alter the .nif on my own to get what I desire. As it is, I'm a little annoyed with the current skeletonbeast.nif as no matter what the race (argonian, khajiit, custom whatever), every tail sticks out the tush. Not cool man, not cool. Excuse the polygon butt, but I thought I'd help visualize what I mean.http://astralromance.com/polygonbutt.jpg Link to comment Share on other sites More sharing options...
Naminea Posted June 24, 2009 Share Posted June 24, 2009 I hope I do this right. XD I'm looking for either a) an already altered skeletonbeast.nif which moves the tail up slightly so it's actually coming out of the 'tailbone' on a character and not from the rear end or b) a blender tutorial that could help me learn how to alter the .nif on my own to get what I desire. As it is, I'm a little annoyed with the current skeletonbeast.nif as no matter what the race (argonian, khajiit, custom whatever), every tail sticks out the tush. Not cool man, not cool. Excuse the polygon butt, but I thought I'd help visualize what I mean.http://astralromance.com/polygonbutt.jpg Lol that is oddly enough kind of funny. But i would have to agree that it is atomicaly incorrect. would love to see a fix! Link to comment Share on other sites More sharing options...
PacificMorrowind Posted June 24, 2009 Share Posted June 24, 2009 wow now that is one super easy req. Here it is on my miscellany page.It is a nifskope job that one rather than blender - quicker and easier to do in nifskope.Please comment if you think the tail should be higher or lower than I put it; I use vanilla body so not as noticeable given that the tail goes through underwear (but still now that it has been pointed out how did I not notice this before?). Includes two version in that file; Vanilla (won't work with a bunch of mods) and RPG-Black Dragons Skeleton Resource (works for every mod I know, will work fine with vanilla just you won't notice some of it's extras).Pacific Morrowind Link to comment Share on other sites More sharing options...
geechan Posted June 24, 2009 Author Share Posted June 24, 2009 wow now that is one super easy req. Here it is on my miscellany page.It is a nifskope job that one rather than blender - quicker and easier to do in nifskope.Please comment if you think the tail should be higher or lower than I put it; I use vanilla body so not as noticeable given that the tail goes through underwear (but still now that it has been pointed out how did I not notice this before?). Includes two version in that file; Vanilla (won't work with a bunch of mods) and RPG-Black Dragons Skeleton Resource (works for every mod I know, will work fine with vanilla just you won't notice some of it's extras).Pacific Morrowind xD Sadly, that's just a blank http:// Could you fix the link? Link to comment Share on other sites More sharing options...
PacificMorrowind Posted June 24, 2009 Share Posted June 24, 2009 sorry don't know how that happened. real link nowPacific Morrowind Link to comment Share on other sites More sharing options...
geechan Posted June 24, 2009 Author Share Posted June 24, 2009 Hm, I tried both versions and, unfortunately, the tail still ends up sticking out of the buttcheeks. Link to comment Share on other sites More sharing options...
PacificMorrowind Posted June 24, 2009 Share Posted June 24, 2009 Hm, I tried both versions and, unfortunately, the tail still ends up sticking out of the buttcheeks.ok that is very bizarre; I only changed the z location and it was centre of the body and a bit higher than it used to be for my game - though mine is with vanilla body so maybe that is it, what body are you using?Pacific Morrowind Link to comment Share on other sites More sharing options...
geechan Posted June 24, 2009 Author Share Posted June 24, 2009 Using the HGEC body. o_o Though you'd think it'd change on the HGEC body too, as they all use the same skeleton. -edit-Hum, now that I'm looking @ the two skeletons in nif, it doesn't look like it's moved up far enough. I'll take a screenshot of the inside of blender to show you, using an HGEC body over-top. Black is the original skeleton, the highlighted pink is the altered one. As you can see, it needs to be moved up further and slightly inwards.http://astralromance.com/preview.jpg Like thishttp://astralromance.com/preview2.jpg If you can tell me what you changed in nifskope, I can easily do it myself? ^^ -editedit-Okay odd. I found out what PacificMorrowind changed in nifskope and altered it myself to move it up more and in somewhat, and it shows up as being in the right location in blender, but ingame it just refuses to change the position of the tail at all. o_O Link to comment Share on other sites More sharing options...
PacificMorrowind Posted June 25, 2009 Share Posted June 25, 2009 Using the HGEC body. o_O Though you'd think it'd change on the HGEC body too, as they all use the same skeleton. -edit-Hum, now that I'm looking @ the two skeletons in nif, it doesn't look like it's moved up far enough. I'll take a screenshot of the inside of blender to show you, using an HGEC body over-top.yes since I have a vanilla body with big bulky underwear I wasn't sure how far up it should go.-editedit-Okay odd. I found out what PacificMorrowind changed in nifskope and altered it myself to move it up more and in somewhat, and it shows up as being in the right location in blender, but ingame it just refuses to change the position of the tail at all. o_OI've found that a couple times now on special meshes - despite a tranform in the nif there is no change in game; the other was arrows. It didn't export nicely from blender for me but I'll just do another test.Pacific Morrowind Link to comment Share on other sites More sharing options...
geechan Posted June 25, 2009 Author Share Posted June 25, 2009 I've found that a couple times now on special meshes - despite a tranform in the nif there is no change in game; the other was arrows. It didn't export nicely from blender for me but I'll just do another test.Pacific Morrowind Thanks so much for working on this. I've found that, even if you're posing the character (I'm learning poses and already made a few to test), the tail position doesn't move, even if I move the Bip01 Tail bone. So maybe it has more to do with the TailRoot? Link to comment Share on other sites More sharing options...
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