JoshQuake Posted April 6, 2010 Share Posted April 6, 2010 I made a custom bow and when I try to import it with Nifskope, it says "Obj contains too many vertices". What is the max amount of vertices if there is one? Link to comment Share on other sites More sharing options...
LHammonds Posted April 6, 2010 Share Posted April 6, 2010 Are you trying to follow this tutorial? It may be a problem with the recorded morph and key frames. I am not an expert in this method but I do know it was a very particular process and the 1st and 2nd OBJ files had to contain the exact same number of verts. As a side note, I am in the process of trying to figure out how to create a 100% custom bow model, rig it for animation and export directly from Blender as a working NIF but have yet to figure out the animation portion. Once I get this figured out, I plan to create a step-by-step tutorial for Blender users. LHammonds Link to comment Share on other sites More sharing options...
JoshQuake Posted April 6, 2010 Author Share Posted April 6, 2010 Are you trying to follow this tutorial? It may be a problem with the recorded morph and key frames. I am not an expert in this method but I do know it was a very particular process and the 1st and 2nd OBJ files had to contain the exact same number of verts. As a side note, I am in the process of trying to figure out how to create a 100% custom bow model, rig it for animation and export directly from Blender as a working NIF but have yet to figure out the animation portion. Once I get this figured out, I plan to create a step-by-step tutorial for Blender users. LHammonds Yeah I am using that tutorial. I have fixed the problem. I can't use HYPERNurbs to make it smooth so I gotta keep it kinda blocky. It still looks cool though, looks like its made from tree branches because it's got sharp bends.(see below). Link to comment Share on other sites More sharing options...
LHammonds Posted April 6, 2010 Share Posted April 6, 2010 You don't "have to" use Nurbs or Subsurf to make an object smooth. Example: I created the curvy parts in this staff by simply extruding a ring of verts and carefully rotating them to match the desired "flow" http://i228.photobucket.com/albums/ee11/Conan_Lon/Oblivion/WIP/JaffaStaff2.jpg EDIT: Download the mod here: Stargate SG-1 Jaffa Staff Link to comment Share on other sites More sharing options...
JoshQuake Posted April 6, 2010 Author Share Posted April 6, 2010 Yeah I know I don't have to but I have rarely ever used Cinema 4D and 3DS Max and don't know how to make smooth and good looking stuff without HyperNURBS. While you're here, why is it not letting me apply a bitmap material/texture to what I have selected? (3DS Max) Link to comment Share on other sites More sharing options...
LHammonds Posted April 6, 2010 Share Posted April 6, 2010 Sorry, I'm not a 3ds max dude...just a Blenderhead. :thumbsup: Link to comment Share on other sites More sharing options...
JoshQuake Posted April 8, 2010 Author Share Posted April 8, 2010 Sorry, I'm not a 3ds max dude...just a Blenderhead. :thumbsup: I need your help again. I'm following that tutorial but when I import the flexed model, updated tangent space, right clicked NiGeoMorphController, Morph / Save Vertices to frame, I can't do Bow Morph. It's getting late here and have no time but tomorrow I will make a vid showing exactly what I'm doing. Link to comment Share on other sites More sharing options...
LHammonds Posted April 8, 2010 Share Posted April 8, 2010 I never stuck with that tutorial long enough to make a working bow. The old version of NifSkope was getting in the way with my other projects. Instead, I chatted with amorilla about the possibility to import/export working bow morphs with Blender NIF Scripts. We recently got all the bugs worked out an have successfully imported all existing bows into Blender and turned around to export them to make working bows that work in-game. My efforts recently have been to figure out exactly what I have to do in Blender to make a 100% custom bow that will export the bow correctly...which requires more animation knowledge than I currently have but I'm working on figuring it out. LHammonds Link to comment Share on other sites More sharing options...
JoshQuake Posted April 9, 2010 Author Share Posted April 9, 2010 I never stuck with that tutorial long enough to make a working bow. The old version of NifSkope was getting in the way with my other projects. Instead, I chatted with amorilla about the possibility to import/export working bow morphs with Blender NIF Scripts. We recently got all the bugs worked out an have successfully imported all existing bows into Blender and turned around to export them to make working bows that work in-game. My efforts recently have been to figure out exactly what I have to do in Blender to make a 100% custom bow that will export the bow correctly...which requires more animation knowledge than I currently have but I'm working on figuring it out. LHammondsIs there another method/tutorial I could use for now while you are working on that Blender method? Link to comment Share on other sites More sharing options...
LHammonds Posted April 9, 2010 Share Posted April 9, 2010 Before the recent change in Blender NIF Scripts, the aforementioned OBJ method was the only method known as far as I know. EDIT: Blender Bow tutorials now available: Bow import / exportBows with modified geometryBows with new geometry LHammonds Link to comment Share on other sites More sharing options...
Recommended Posts