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Anyone Know how to weight copy in nifscope?


coronerra

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I've always done weighting in blender, but as some of you may know, exporting from blender can usually result in neck, ancle, and wrist lines becoming more predominant, while nifscope leave them pure. I've already made and exported a working version of my work and was wondering if anyone knew how to weight copy the animation weights in nifscope. If I can do so, I'll copy my weights from my current body and transfer them onto the original.

 

Any one?

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I've always done weighting in blender, but as some of you may know, exporting from blender can usually result in neck, ancle, and wrist lines becoming more predominant, while nifscope leave them pure. I've already made and exported a working version of my work and was wondering if anyone knew how to weight copy the animation weights in nifscope. If I can do so, I'll copy my weights from my current body and transfer them onto the original.

 

Any one?

Nope, the skininstances are linked to the specific bone-vertex combinations of the mesh and not anything as convenient as envelopes.

 

The only solution to neck/wrist seams is to start using the weighted torso of your preferred body mod and copying the rigging in Blender/3dsmax. I believe there are some tutorials on copyrigging over at the Canadian Ice forums. Although this might not be perfect, it does help to achieve the same weighting along major seams as the body mod you use.

 

The other solution is to just cap the mesh in a way that is not extremely obvious.

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There is another way to remove the seams when exporting from Blender.

 

Let's say you are making an upper body armor and you want a seamless connection at the wrists, but you still want the hands to be separate.

 

1 Import the hands that match your body mod into your blend file

 

2 Change the material properties on the hands so they are not the same as the upperbody

 

3 Join the hands and upper body into a single mesh

 

4 Go into edit mode and select all the verts in the area where the hands and arms meet

 

5 delete duplicate verts

5b delete old skeletons and parent everything to a new skeleton

 

6 Export your mesh.

 

Because the hands and body have different material properties, blender will separate them into two meshes when exporting.

 

7 Open your nif in Nifskope and delete the hands block branch from your mesh

 

8 Check the upperbody in your nif to make sure it is properly named and it's material is called skin

 

Special info for Roberts male v5

if you parent your upperbody and hands to the default skeleton, you will likely get gaps at the wrists and also the neck. The work-around for this is to parent it to the skeleton that came with the Roberts parts. You may have to combine the various Robert skeleton bits into a single skeleton.

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