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Head Replacer


ecksile

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Ok well today we have the head replacer that is going to go with my body. BUT! every time i try to switch it over I get this...

 

http://i115.photobucket.com/albums/n298/outlaw_027/Problem3.png

 

http://i115.photobucket.com/albums/n298/outlaw_027/Problem2.png

 

http://i115.photobucket.com/albums/n298/outlaw_027/Problem1.png

 

Updated Image - First paste of trishape data.

http://i115.photobucket.com/albums/n298/outlaw_027/Problem4.png

 

This is after a full port to its new nif. Skin partion, bones, skin data, as well as scaling. It does this no matter what it rotates and angles it and does that weird thing with the head and neck. Its like its weighted to other bones but its not. Its only weighted to head and neck. I'm not sure whats causing this. Anyone?

 

 

Also When i first past the data in its really broken up really badly. ill update with s a screenie. You don't need to go over basic port details as i know and have done them many times. which has got me puzzled with this. I did update tspace flags and arrays before pasting.

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well.. I have never seen that before, but I have modified a head and had it working fine in my game.

 

The head was originally a fallout3 head though so I did not have to go through conformulation and hex editing or whatever you have to do.

 

The head is supposed to be weighted to the head, clavicles, neck and spine2. But it also needs to have a compatible tri and egm files.

 

when you export the head as a nif, it changes the vertex order and that breaks facegen morphing. and you need to have the head positioned at xyz000 or your eyelids will goo to the floor everytime you blink.

 

in blender, when editing a head mesh that has tri and egm files, after you make your changes you need to drop the head to xyz000 by selecting the head bone in pose mode, cursor to selection, select head mesh, center cursor, select the skeleton in object mode, cursor to selection, and then select head mesh, selection to cursor.

 

Then you gotta export the head mesh as an obj file without x90 rotation And keep vertex ordering. Mine got smallened tho but it was ok. Then i opened a head nif and import obj. select the nitrishapedata of the obj and paste it into the data field of the block details on the original head. then you delete both the imported nitrishape block and the extra nitrishapedata that appeared on the bottom of the list when you pasted the new nitrishapedata

 

finally you go into nitrishape>right click>transform>scale vertices and scale it by 10 and uncheck scale normals. update all tangent spaces and save the nif.

 

This process caused my head to have a tiny gap at the neck, i only ever did it once so i dont know if it can be avoided. the gap is pretty darn small tho. otherwise it functioned perfectly normally with facegen morphing and all.

 

As for what head mesh to use, Malefic at eyecandy forum is porting throttlekittys high poly head to fallout 3, i dont know if it is released yet, but i think the morphing works fine at this point.

http://teseyecandy.co.uk/forum/index.php?topic=20413.0

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Ye the reason the original head is weighted to the clavicles is because it has a longer neck that spreads out a little into the shoulders my head has a shorter neck to fit the body. Its not ment to be used with morphing its a facegen port. I will go head and try out a couple other things you said here for scaling as scaling was a problem as well. The head was originally a .obj so im not sure about porting to a .obj also it would seem that anything i port as a .obj that already has a set material looses its uv mapping so im sure if i will attempt the reexport. im going out tonight and leaving now so i wont be replying till later in the afternoon 2m but feel free to post more suggestion. Thank you.
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Hi,

 

I havent had any of the problems with exporting or importing obj files. I believe that my obj scripts came with blender 2.49b

I suggest that you change the settings for your obj exporting to include your uv map and stuff.

 

I did not check export animation though but when I pasted over the nitrishapedata, I checked the skin partition and all the vertexes had decent bone weighting, or so I thought. Come to think of it this may be the reason I had a small neck gap. I might look into that more later.

 

I dont think you can get away without using morphing in fallout 3. The head will not be able to move its mouth or anything, so no lip synching. Even worse, you will have all these weird bumps all over your head because of the facegen settings.

 

If you really want to port a completely new head mesh to fallout 3, i got the impression that its really hard to do. On beth forum Malefic has a thread about his experience with this.

http://www.bethsoft.com/bgsforums/index.ph...;#entry14942655

You will want to read this tute for oblivion:

http://tesnexus.com/downloads/file.php?id=18566

 

I havent read it tho :D Well I did skim some of the stuff but when throttlekitty starts talking about going throuh thousands of vertexes with a hex editor i sorta lost interest. Maybe you dont have to do all that tho, maybe you only have to conformulate the head. Cause the tutorial is actually about adding eye morphs.

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That is a pretty interesting post. Theres a lot of stuff their that i would have to do but theres a lot of stuff i also wont have to do because mines specific for the body replacer rather then the vanilla body. I don't plan on using the vanilla hairs either so wont have to fix them either. Thank You for the reply. I will definitely be looking into this.
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