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My model glitch in GECk


thezomx

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You have a bone weight problem. It's hard to tell with everything stretched out, but it looks like you have a texture mapping problem as well.

 

NifSkope doesn't try to animate the model, and so doesn't really care if the model is correctly weighted or is attached to the proper skeleton.

 

How did you port the model?

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You have a bone weight problem. It's hard to tell with everything stretched out, but it looks like you have a texture mapping problem as well.

 

NifSkope doesn't try to animate the model, and so doesn't really care if the model is correctly weighted or is attached to the proper skeleton.

 

How did you port the model?

 

I'm use outfit studio sir ,and use the same technique in the video

 

https://www.youtube.com/watch?v=L-hE_R61qGU&ab_channel=MrCasual112

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I have always used Blender to make FNV models. Outfit Studio wasn't around back in the days when FNV was popular. I played around with it a bit for Skyrim but I haven't touched it in years, so unfortunately I can't help you with that particular tool.

 

I took a quick look at the video. It looks like they are faking out Outfit Studio by renaming the bones to match what Outfit Studio expects, then they rename them back again when they are done. Seems like an odd way of doing things to me, but I can't see any reason why it shouldn't work. But I can say that this is where you are having your problems. Either Outfit Studio didn't rig the mesh to the skeleton properly or something got screwed up with the renaming of the bones.

 

There isn't that much support for Outfit Studio for FNV. It was only ported to work with FNV relatively recently (a few years ago). You'll probably find much more support for Blender among the FNV modding community.

 

Hopefully someone more familiar with Outfit Studio can come along and help you. It's not the most popular tool for FNV modders, but there are some folks who use it.

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I don't have any video tutorials. The way that I would do this is to import the skeleton that you want to use (skeleton.nif from the bighorner) along with your new deer mesh into blender. Parent the deer nif to the skeleton armature letting blender automatically assign bone weights based on bone heat, then test out the mesh and see how close it is to what you want. You can then make fine adjustments to the bone weighting in blender until you get it right. If you do it all in blender then you don't need to mess around with changing bone names.

 

Blender has a bit of a learning curve, but once you get used to it, it's much more powerful than Outfit Studio.

 

If you want things to work properly in FNV, you need Blender 2.49. If you search under the Oblivion section of the Nexus, you can find Blender 2.49 packaged along with all of the correct versions of the tools that it needs. Make sure you follow the installation instructions.

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I don't have any video tutorials. The way that I would do this is to import the skeleton that you want to use (skeleton.nif from the bighorner) along with your new deer mesh into blender. Parent the deer nif to the skeleton armature letting blender automatically assign bone weights based on bone heat, then test out the mesh and see how close it is to what you want. You can then make fine adjustments to the bone weighting in blender until you get it right. If you do it all in blender then you don't need to mess around with changing bone names.

 

Blender has a bit of a learning curve, but once you get used to it, it's much more powerful than Outfit Studio.

 

If you want things to work properly in FNV, you need Blender 2.49. If you search under the Oblivion section of the Nexus, you can find Blender 2.49 packaged along with all of the correct versions of the tools that it needs. Make sure you follow the installation instructions.

Oh Thank you sir, for the explanation. That made me understand what I should do next.

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