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Model messed up when loaded by oblivion


the_transltr

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Im a newbie in modding, but not in modeling, texturing etc. I just learn how to import new clothes in oblivion im using TES construction set to test my models it worked fine however if i loaded it into the game it shows kinda messed up a bit, can anyone give me some tips on how to resolve this. Thanks in advance.
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We'll need a little more information to help you.

 

What 3d program are you using?

What problem does it give you in the game?

-Invisible character

-Black textures

-Mesh comes apart as you move/stretching

-Textures misaligned to mesh

- ...

 

There are a lot of problems that can occur for a lot of different reasons, expound on your problems please, as well as the programs you're using.

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We'll need a little more information to help you.

 

What 3d program are you using?

What problem does it give you in the game?

-Invisible character

-Black textures

-Mesh comes apart as you move/stretching

-Textures misaligned to mesh

- ...

 

There are a lot of problems that can occur for a lot of different reasons, expound on your problems please, as well as the programs you're using.

 

Thanks for the reply!

 

3D Program: 3DS Max 2009

 

Problem: Mesh Comes apart as i move and stretching

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Yes, that would be a problem with your weight painting, which will need to be redone. If you had it working ingame before, any change to the mesh can completely ruin the old weights- just reskin and it should work. One easy way to get a working skin is just coping the weight values from the body mesh, but I couldn't tell you how it's done in 3ds.
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I already copy the skin weights from another mesh but as i discovered (Shredator is right) any changes to the mesh can completely ruin the old weights, for i have a newly created mesh therefore any skin weights from another mesh shouldn't work as far as i know. My problem is this; im working my new mesh's skin weights in 3DS Max , exported as NIF and tested it in TES Consturction SET. All worked fine, except when i loaded it in game.

 

I think the Gamebryo reads skin weights differently. Is there any standard way of doing skin weights that will satisfy the game engine?

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Skin weights work on a distance-from-joint basis, but actually go a certain distance beyond what is painted on the original mesh. Copying the skin weights doesn't actually try to apply identical values to the new mesh, just recalculates the weight by the same ratios- so taking weights from and old game mesh to a completely new mesh does actually work most of the time. I like to import a completely fresh skin mesh, copy the weights to my custom meshes (overwriting anything you happen to have weighted before), then delete the imported skin mesh for quick tests. That at least sets the basic weights, which you can edit as needed for the final copy. It does have problems from time to time, but works a good 9/10 tries.
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