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Small problem with mesh modifications


lordhur

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Then I will look at this again, thanks :)

 

The welding seems to be the problem. I just export > weld 2 random vertices > import back, and the mess is there (not even near the part I modified, actually). Shouldn't the remaining vertice retain its weight?

 

I will give your solution a try.

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The welding seems to be the problem. I just export > weld 2 random vertices > import back, and the mess is there (not even near the part I modified, actually). Shouldn't the remaining vertice retain its weight?

you've been rather vague..

 

anyway, i would imagine you are fubaring the rigging some how.

 

when you import the mesh, it'll be an editable mesh. the skin modifier was designed to work with edit poly, and if its an editable mesh you may have issues. same thing with skin utilities doesn't work on editable mesh.

 

basically add a editable poly modifier to the stack under the skin modifier. you can rclick the edit poly modifier and "collapse to". the skin will remain intact, and you can now edit the mesh fairly extensively and the skin will update itself.

 

be aware doing that has just fubared any face smoothing set up... and you will have to sort that out... as if you don't you will introduce smoothing errors if the it has baked normal maps, which all outfits do.

 

don't bother with any hacking and pasting over of nitrishapedata blocks and skinpartions in nifskope. it's just a waste of time, and can easily introduce errors.

 

the meat caps are annoying- if you recycle them from vanilla, they actually take some amount of clean up if you import and export them, as LHammonds points out. dunno, never really looked at why they split so bad, probably the way it's UV or the face smoothing doubles up the verts after import. heh, it's probably why pyffi breaks them :shrug:

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