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Small problem with mesh modifications


lordhur

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Hello,

 

I have run into this specific problem every time I tried to heavy mod a mesh (lastly when welding 2 meshes together in 3ds max).

 

I have searched these forums, but without any luck.

 

Nifskope shows it ok, but when i load it in GECK, i get this :

 

http://nsm04.casimages.com/img/2010/09/24//100924085722321796808842.jpg

 

If anyone could just point me to the right direction, I would be grateful.

 

Thanks for your time.

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The problem is most-likely to do with weight-painting (also called rigging or skinning). Every vertex must be given a certain weight value tied to the underlying skeleton structure. That vertex can be influenced 100% by a single bone or it can be influenced 33% by 3 bones or any combination to get the desired effect for animation. If you add or create new geometry, they need to be rigged or you will get all kinds of odd-ball stretching that looks similar to that because the game engine does not know what to do with that vertex.

 

LHammonds

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Well, that does not seem to be it. I checked every vertice, and they all appear to be correctly weighted.

 

Actually, I tried everything I could think of, and merely exporting OBJ > importing OBJ > copy > paste over in Nifskope (without any 3ds max altering) corrupts the mesh (though the corruption is not as visible).

 

As I did it successfully with a lot of other meshes, it must be something with this one in particular...

 

This is the file, in case someone wants to try :

 

http://www.fallout3nexus.com/downloads/file.php?id=12570

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I imported it into Blender and the body suit looks ok but the meat caps look odd. I'm not an FO3 modder so if this is par for the course, I'm just not aware...but the meat caps have a ton of doubled-up verts and overlapping faces. I think removing doubles simply won't fix the face issue since the topology will be all wrong. If these "meat caps" are standard items, try deleting them and importing new ones straight from vanilla resources that shipped with the game.

 

LHammonds

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Well, I'm not a FO3 mod vet...just passing time till someone actually knows what they are doing comes along. :)

 

I don't have anything other than blender but the next step I'd try would be to import the skeleton, parent it to the objects and set it all up right and then start playing around in pose mod just to see how it looks when animated. Maybe the issue you are having is proper parenting or the exported NIF structure is not correct. Take a look and compare it to a vanilla mesh structure in nifskope.

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what exactly is it that you are trying to do? as far as i can see is the latest standalone version is looking good in geck.

it only needs the textures to be set in nifskope.

 

the only issue that i can think of when looking at the picture is that the mesh isn't rigged right.

i don't use 3dsmax but blender and i had this kinda situations when the weight wasn't set rigth or it wasn't attached to the bones.

the way Lhammonds is saying it is an option to check it.

if you are trying to attach some things to this armor/suit then the best thing is to use blender for it and first export it as a static model. then import it again and rigg it to a upperbody or skeleton.

this way you can rigg the complete model as it has no weight attached to it.

if this is from adding things to it in nifskope then that is the issue.

nifskope doesn't always allow to attach things onto excisting models. sometimes it works sometimes you get this.

 

hopefully this helped you a bit..;)

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