fadingsignal Posted July 20, 2014 Share Posted July 20, 2014 I went through the well-layed-out tutorials on TES Alliance, did everything by the numbers, got my armor into the game (simple combo of two armors as a test), but keep getting an exploding jagged mesh in-game. I traced it down to a problem with the Skin Partition. Blender is exporting TWO BP_TORSO instances, one of which contains only a couple of vertexes on the arm, and it is invisible in Blender so I cannot fix it. I deleted the BP_TORSO vertex group entirely and did it over again, and the stray still comes out with it. It seems the Blender file is corrupted or something. I can start over, but I came a long way just to get something in game, so I wanted to see if there is a way around this for future reference. Can anyone help? I am determined!! Images showing the problem: 1. Body is finehttp://i.imgur.com/ZjSGNmu.jpg 2. Arms are finehttp://i.imgur.com/u3IJ6YM.jpg 3. Legs are finehttp://i.imgur.com/78RBGVS.jpg 4. Wait, what is this mysterious Skin Partition Block?http://i.imgur.com/L5jYdqL.jpg 5. Mystery vertex group that is not anywhere to by found in Blenderhttp://i.imgur.com/79j9Nu2.jpg 6. Side by side with the vertex groups in Blenderhttp://i.imgur.com/6oO265e.jpg 7. Lastly, using the Outliner to try and find any strays, but alas, nothinghttp://i.imgur.com/aDYAJNV.jpg Link to comment Share on other sites More sharing options...
Faelrin Posted July 20, 2014 Share Posted July 20, 2014 I seem to run into that a lot when I export (the bp_torso getting split into multiple weird partitions). As awful as it looks it shouldn't be a big deal once you get it in game or even noticeable. Just make sure those multiple bp_torso partitions are renamed/converted to their appropriate skyrim counterpart and all should work well (and after the rest of the mesh is converted back to skyrim, such as the textures and whatnot). Link to comment Share on other sites More sharing options...
fadingsignal Posted July 22, 2014 Author Share Posted July 22, 2014 Just wanted to point out that it was in fact the duplicate skin partition that was the problem. I was pointed to this thread by someone on Reddit, made the change, and voila!! http://niftools.sourceforge.net/forum/viewtopic.php?f=38&t=4090From the link: I've had this issue a long time ago, and on occasion I see ppl reporting that they get weird and chaotic partitions when exporting from blender. The issue is caused by the limit bones in partitions being 18, which was the limit as far as I've read, for older games. Skyrim supports up to 60 or 62 (cant recall the exact number) To go around this, open the nif_common.py in notepad (usually in C:\Program Files (x86)\Blender Foundation\Blender 2.49b\.blender\scripts\bpymodules), and search for "= 18" (sans quotes). You should find it 4 times, replace 18 by 60, save, relaunch Blender, and you will now have the limit set to... *drumroll*... 60! xP I know the limit is 60 or 62, because I did a custom skeleton + mesh for the Vampire Lord, in which I added 8 more bones, and had to split the VL mesh into an extra partition, because I was 2 bones over the limit. For properly exporting hands for example, you need a total of 36 bones to have them in a single partition as in the vanilla mesh. Link to comment Share on other sites More sharing options...
Faelrin Posted July 22, 2014 Share Posted July 22, 2014 Wow there's actually a fix for that. Thanks for sharing it too and I'm glad its working for you now. Link to comment Share on other sites More sharing options...
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