SimpolJawsh Posted January 27, 2010 Share Posted January 27, 2010 This is exactly what I did. I modeled armor in blender using upperbody as my base. I textured it, etc. I skinned it to the upperbody.nif's skeleton. Exported it using the settings I found in a tutorial. I opened it in NifSkope and saved it. I opened up the GECK and opened up the edit dialog box for power armor and clicked on edit to change the model. I selected my NIF and nothing. Each part of the armor has only one material. EDIT: omg... If I try to copy NiTriShapesData into a vanilla mesh only a portion of the mesh shows up on the vanilla file. why oh why? What did I do wrong? I followed tutorials to a T... Is there more I have to do in NifSkope or something? Thank you if you would be so kind. And I will gladly give any information you need. Just let me know. Link to comment Share on other sites More sharing options...
Quetzlsacatanango Posted January 27, 2010 Share Posted January 27, 2010 I have never gotten a nif exported right out of blender to show up in GECK, no idea why. Only pasting over all NiTriShapesData and replacing the SkinDismemberment branches has ever worked for me. Link to comment Share on other sites More sharing options...
Ghogiel Posted January 27, 2010 Share Posted January 27, 2010 without more information I can't be specific. But if its any help Blenders nif scripts are probably slightly ahead of max is a few ways. But in max, with the right export settings, because of the what it does by defualt, a skinned mesh will work directly after export. Only meshes that are are not rigged need a couple changes in nifskope. disable shader flags SF_shadow_map, and Shadow_Frustum(or else it will not crash the geck, but it will not render either), change BSX flag, change scene root ninode in to bsfadenode. Then it'll work. in blender it should work right out of the box as well. perhaps blender doesn't enable SF_SHADOW_MAP shader flag by default- which you must do for rigged meshes. if that isn't it you probably have missed something else- dismemberpartitions or something pre export... but its hard to say what. from my perspective the only info you gave was mentioning blender, mentioning some tutorial, and that you followed it precisely. Post nifskope block details/list, give a complete account of your export setup and workflow, or best just post the nif. Link to comment Share on other sites More sharing options...
SimpolJawsh Posted January 27, 2010 Author Share Posted January 27, 2010 without more information I can't be specific. But if its any help Blenders nif scripts are probably slightly ahead of max is a few ways. But in max, with the right export settings, because of the what it does by defualt, a skinned mesh will work directly after export. Only meshes that are are not rigged need a couple changes in nifskope. disable shader flags SF_shadow_map, and Shadow_Frustum(or else it will not crash the geck, but it will not render either), change BSX flag, change scene root ninode in to bsfadenode. Then it'll work. in blender it should work right out of the box as well. perhaps blender doesn't enable SF_SHADOW_MAP shader flag by default- which you must do for rigged meshes. if that isn't it you probably have missed something else- dismemberpartitions or something pre export... but its hard to say what. from my perspective the only info you gave was mentioning blender, mentioning some tutorial, and that you followed it precisely. Post nifskope block details/list, give a complete account of your export setup and workflow, or best just post the nif. I rigged the model to my liking(It consists of 3 meshes if that matters), then exported it. Nothing more and nothing less. I haven't made any meat caps, and in the tutorial I was following it said to delete certain vertex groups from all objects. I did nothing with partitions if there is something to do there. And SF_SHADOW_MAP didn't help. I can e-mail you my NIF or I can transfer through AIM - Jawlabang. Here is a screenshot of my export settings. I used this tutorial BTWhttp://thenexusforums.com/index.php?showto...23&hl=armor Link to comment Share on other sites More sharing options...
Quetzlsacatanango Posted January 27, 2010 Share Posted January 27, 2010 I tried Ghogiel's suggestion and clicking that shadow map button as well as Use BsFadeNodeRoot worked like a charm for me. Link to comment Share on other sites More sharing options...
SimpolJawsh Posted January 27, 2010 Author Share Posted January 27, 2010 I wish I could say the same. :( Link to comment Share on other sites More sharing options...
Quetzlsacatanango Posted January 27, 2010 Share Posted January 27, 2010 Use BsFadeNode root is not ticked in your screenshot. Link to comment Share on other sites More sharing options...
SimpolJawsh Posted January 27, 2010 Author Share Posted January 27, 2010 I tried it after reading your post. How exactly do you go about replacing the BSDismemberSkinInstance branches? I copied it and pasted it over the SkinInstance thing for every object. I also removed all of the meat things or anything that wasn't part of my model. Saved it and nothing... Link to comment Share on other sites More sharing options...
Ghogiel Posted January 27, 2010 Share Posted January 27, 2010 Bethesda doesn't use the fadenode on skinned meshes. apparently it may not matter on the though. I use the fade node on most things, except rigged meshes. I'm not actually sure what it does, I presume it enables some fade/LOD stuff in game. Anyway. the export settings look alright, I'm not an expert at blender, but all 3d programs do the same poo and speak roughly the same language :PI guess sending me the nif is quickest way for me to help. just upload it to megaupload or something and pm me the linky. Link to comment Share on other sites More sharing options...
Quetzlsacatanango Posted January 27, 2010 Share Posted January 27, 2010 I tried it after reading your post. How exactly do you go about replacing the BSDismemberSkinInstance branches? I copied it and pasted it over the SkinInstance thing for every object. I also removed all of the meat things or anything that wasn't part of my model. Saved it and nothing... Copy branch from your nif, paste branch in a pre-rigged, i.e. vanilla nif.On your nitristrip/shape, scroll down in the window until you see skin instance.Double click on the number next to the blue arrow and change it to the number of the branch you just pasted. It should swap the whole thing out. You should also do this for the nitristripsdata for each of the objects. Link to comment Share on other sites More sharing options...
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