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Custom head mesh Help


Jahmir0

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Hi everyone!

 

After a lot of learning and hard work i managed to create a custom head and get it to appear ingame :)

And now the nightmare begins :( i don´t get the eye blink animation either ingame or in the CS and worse, the lips are stuck together when npcs speak, this also happens in the CS, the anims play(i can see the mouth moving) but the lips don´t open.

 

I´ve searched around and found some sugestions to fix the stretching eye blink problem(allthough thats not what happens with my model) wich i tried to use but the result was the same. :wallbash:

 

i even tried just using the vanilla headhuman and generate new egm and tri files with the conformulator to test in game and the same thing happens to it so i´m pretty sure its not a problem with my mesh...

 

Could anyone help me with this please?

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Well, half of the problem seems to be solved, i found a tutorial on Rumor Wiki that teaches how to fix the closed mouth problem though i´m not sure if its the only solution(or the best).

What i did was create 2 head meshes, one with the mouth closed and one with the mouth open. I then used the open mouth nif to create the egm and tri files in the conformulator and put those and the closed mouth nif in meshes/characters/imperial for testing. It seems to work fine in game but i´d like to know if there is another(easier) way to solve this.

 

Now the problem is the blink animation wich doesn´t work and also the head doesn´t show up properly in the CS. It works fine in game, i can adjust shape and texture with the race slidders and its works normally, but in the CS the head appears floating way above the teeth eyes and hair.

 

Please, if anyone knows how to solve this i´d really apreciate some help/advice.

 

Thanks in advance.

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  • 1 year later...
thats the exact same problem i have too,floating head above teeth ears and eyes in CS,i'm not sure whats causing it yet but when and if i figure it out ill let you know ASAP
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ive figured it out :)

 

load the default human head into blender or 3ds max or whatever else you use but don't import the skeleton,take off any skin attributes,so its just a static mesh.

 

set its co-ordinates to 0,0,0

 

if you have your own mesh load this and align it best you can to this head,then delete the original head

 

export it as a nif

 

load it in nifskope right click it and export as obj

 

load an existing working nif (like humanhead.nif) and import your head over top

 

save it as your own (for example myhead.nif)

 

use the conformulator to make the tri and egm (don't forget to copy an egt and rename it)

 

all should now be working without the floating head :)

 

and when you get a moment i'd appreciate a link to the mouth fix tutorial thanks :)

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