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Hi again all ... Blender Scene Root issue/question.


wulfy1

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Hi again all. I hope you can help me out with this one.

 

Everything has been working fine, I have modded a ton of stuff and was well on my way. I decided that I wanted to make a necklace that would also contain a preference specific female body part appearance (hairstyle).

 

I imported the necklace.nif, deleted thew skellie, saved, closed Blender, re-opened Blender, reopened my saved necklace.Blend, imported the lower body mesh, went to delete the skeleton and there were two there. Scene Root and Scene Root.00 ... ummm, there should no be two there. So I did it over again in case I missed something. Same result. This time I went ahead and exported to NifSkope in case things were not being reported properly in Blender but both of the scene roots appeared there as well. I closed all progs, rebooted comp, tried again with a different set of meshes, this time stock arena armor and the female upper body with the same result. I installed a new skellie and still the same thing. What's going on here? Anyone know? Is there a way around it? Searching for variations on that theme return a ton of results which have nothing to do with my problem. It seems that I should be able to delete more than one scene root but after I delete the first one, that dialogue goes away and all I have found in Blender is add armature which obviously does the opposite of what I want lol.

 

This was my first attempt at modifying necklaces in Blender, is that problematic? Could it be something with nifscripts? could it be an import setting or a Blender setting somewhere that I am not aware of? I am using the same import settings I have used in the recent past which resulted in my armors makign it into the game. I cannot figure out if i am not being consistent or if Blender is not being consistent. The settings I am using are from http://tesnexus.com/articles/article.php?id=363 and they have worked wonderfully. I am really lost and kinda pissed I was on such a promising roll before this.

 

Thanks for taking the time,

 

Wulf

 

While I'm at it ... I have another question. this one concerns creating a modded piece of armor containing armor texture and skin texture. Everything seems to be fine in Blender but when I get it in NifSkope, it is not right.

 

For instance; Lets say that I want to make fingerless gloves. I import the glove, and do the skeleton clean process, save, re-open then import the female hand mesh. I cut each down so that the body of the glove and the fingers of the hand are left. snap the glove openings tot he finger opening, each as a separate mesh so there are no gaps etc. following all the steps int he tutorial by LHammonds listed above. Everything appears to be correct in Blender including the material editor. When i get everything into NifSkope however, both meshes or sets of NiStrips have the same material. If I change one, both of them change. If the gloves are supposed to have DBArmor material and the fingers are supposed to have skin ... they with either both have skin or both have DBArmor. If I change either, they both change. This has also happened with armor I have tried to make from the female upper body mesh through duplication. Can someone fill me in on what I'm missing please?

 

Thanks a ton!

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Don't know anything about the first issue, sorry.

 

As for the second, you should be able to fix that by using the Split Properties spell in NifSkope's Optimize menu. I think. I'm not much of a modeler, but I occasionally have the same issue when retexturing a piece of clothing with sleeves, for instance. Sometimes the sleeves and torso are separate meshes and yet when I try to add my new texture to one, the other piece gets it too, which is annoying when I want different colors for each mesh. Split Properties always fixes it.

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Well, I went back through and reinstalled everything Blender related and it seems to be working right again,

 

I also tried the split properties in NifSkope and it works great, thanks for the advice.

 

Wulf

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