crimescene1973 Posted March 19, 2010 Share Posted March 19, 2010 What do I have to open in the geck to fit sunglasses ona PC's/NPC's face? there not fitting real good on them and I need to move them to fit.. Crime Link to comment Share on other sites More sharing options...
blue_fox Posted March 19, 2010 Share Posted March 19, 2010 I think what most do are edit default sunglasses. They just change out the model with another leaving the placement stuff alone. Link to comment Share on other sites More sharing options...
pkleiss Posted March 19, 2010 Share Posted March 19, 2010 That has to be done in your modeling program by moving your model relative to the root node. Link to comment Share on other sites More sharing options...
kevin974 Posted April 8, 2010 Share Posted April 8, 2010 I think what most do are edit default sunglasses. They just change out the model with another leaving the placement stuff alone. I don't know about that...I admit I have absolutely no experience with GECK but have modded Oblivion enough to be comfortable with it. I tried to make a pair of uniqe glasses by opening the sunglasses in GECK changing the ID, name, AR, Health, Value and adding an object effect but in game the glasses ended up hanging verically from one ear, the original fit normally. there must be something more to it......... Link to comment Share on other sites More sharing options...
BadPenney Posted April 8, 2010 Share Posted April 8, 2010 ... in game the glasses ended up hanging verically from one ear, the original fit normally. there must be something more to it.........Use Update Facegen Model Availability in the character pulldown menu of the GECK to correct that one particular problem. Nifscope can also be used to tweak models on the x, y and z planes and rotations without much fuss if you want to do more than just correct the aforementioned problem. Link to comment Share on other sites More sharing options...
Ghogiel Posted April 12, 2010 Share Posted April 12, 2010 That has to be done in your modeling program by moving your model relative to the root node.which in the case of sunglasses or most head gear will be the Bip01 Head bone. Link to comment Share on other sites More sharing options...
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