ShenmueScrolls Posted January 22, 2015 Author Share Posted January 22, 2015 When you skin wrap you can select few objects as a source, so you can keep your mesh as one piece and skin all parts at the same time. Breaking the mesh into parts and skinning them separately may cause bugs/artifacts like seams and different vertex weights at connecting edges. Also, your export options looks ok. Mesh on the left looks different because it has vertex colors turned on. You can turn them off NiTriShape->NiTriShapeData--> "Has Vertex Colors" in block details. The big "!" mark may not instantly mean that something is wrong. SCK sometimes have a problem with loading new crated .nif's.So, after you pick your .nif and got "!" simply click "OK" to create your object, then go to the Render Window and pres F5 on keyboard (it will freeze for few seconds, maybe a minute) to reload all assets, then check your new created object again if you still have the "!" mark. There is a high chance you will see your .nif correctly. My main concern with my altered Daedric mesh is the NiNode name is 'scene root' which seems important lol I don't see why breaking the mesh into separate armour slots should be that complex since The Daedric armour boots overlap the body when in use together ... (unless the armour MUST allign with naked feet... again these are just variables I may be unaware of)I'm also going to want to create general armour meshes in the future anyway. Nightasy does a lot of re-importing the base body mesh to avoid "errors" , which given those tutorials are now 2 years old suprises me these bugs may still exist. He also uses a Downloaded 'Diamonised UNP' Naked Female body as his base (which I also don't want to use). Everyone seems obsessed with editing the 'Female' model. (I'm gay and I find the 'Better Males' also extremely immature and pretty discusting) Skin Wrapping only copys the data from the base mesh being used, the body doesnt have head and neck weights , hence my desire to copy them from sepeated head,body,hand,feet sections. The Exclamation mark appears In-Game as a replacement for the problem mesh. I havent touched the Creation Kit yet and have no desire to use it untill I want to script events. Nightasy imports new meshes without using it either.I also assume I shouldnt need to 'Clean' skyrim bsa's untill I start making significant changes. I will now practically follow Nightasy's tutorials, following every step... (although his workflow and file structure is horrific lol) Link to comment Share on other sites More sharing options...
KorinOo Posted January 22, 2015 Share Posted January 22, 2015 (edited) My main concern with my altered Daedric mesh is the NiNode name is 'scene root' which seems important lol It doesn't matter, but if you want you can rename the node name(there is a "txt" icon at the top in the block details. Double-click the icon, not the number next to it) I don't see why breaking the mesh into separate armour slots should be that complex since The Daedric armour boots overlap the body when in use together It's not harder by any means. It can simply cause bugs that take some time to fix. I would stay with one model, but you can go on and break it into smaller parts and roll the dice to see if it everything works properly. Skin Wrapping only copys the data from the base mesh being used,(...) Not exactly. This is true only if your mesh is exactly the same like the source mesh (with vertices in the exact same place). If it's not, then he tries to interpolate the weights from source to your model. This cause a lot of artifacts in difficult places like fingers, arm pits, etc. that need to be fixed "by hand". The Exclamation mark appears In-Game as a replacement for the problem mesh. I havent touched the Creation Kit yet and have no desire to use it untill I want to script events. Nightasy imports new meshes without using it either.I also assume I shouldnt need to 'Clean' skyrim bsa's untill I start making significant changes. this is a little strange. I assume you are talking about the Deadric armor. So, when you import model to 3ds max and then export it again to .nif, 3ds max tends to change some variables in NiTriShape branch. Open your exported armor and original in NifSkope and check if there are differences in branches and block details for NiTriShape, NiTriShapeData and BsLightingShaderProperty. Yes, you should/have to use SCK if you want to do anything beside replacing already existing elements.No, you don't have to "clan" your .bsa I don't remember reading Nightasy tutorials, so I don't know how he does his stuff, but I suggest you learn the basics of SCK and importing normal objects like rocks, swords or chairs first, and then try to do more advanced stuff like importing skinned objects. From what I have read so far I can clearly see you lack the basic knowledge, and yet, you try to do advanced stuff. That's simply not how it works Edited January 22, 2015 by KorinOo Link to comment Share on other sites More sharing options...
ShenmueScrolls Posted January 22, 2015 Author Share Posted January 22, 2015 From what I have read so far I can clearly see you lack the basic knowledge, and yet, you try to do advanced stuff. That's simply not how it works You're not wrong , but honestly my brain 'learns' and interperets information differently either because I am a genius or retarded (possibly arttistic) Point is I need to be focused on a singular goal and not get weighed down by additional cluttery information. I feel I am very close , my current guesses are1) A problem with the exported bone structure2) A dumb issue regarding the _0 / _1 weight slider thing ( I duplicated the same mesh for 0 and 1)3) A dumb issue regarding the fact that its in a DaedricCurass_0 slot and the engine is looking for missing stuff related to the armour4) If its something to do with the textures that'd be really dumb.. and I say dumb because usually In game engines when a mesh is wrong , it at the very least TRIES to render the object ,, this exclamation mark means the skyrim engine regognises a problem and replaces the mesh with that exclamation mesh (which really isnt helpful) I just assumed that Skyrim editing would be fairly painless , but after 4/5 years it still seems quite buggy, oh well , nothing easy is worth doing x http://s12.postimg.org/l86kt3b4d/noob.jpg Link to comment Share on other sites More sharing options...
KorinOo Posted January 22, 2015 Share Posted January 22, 2015 You're not wrong , but honestly my brain 'learns' and interperets information differently either because I am a genius or retarded (possibly arttistic) Point is I need to be focused on a singular goal and not get weighed down by additional cluttery information. Sorry, but with that kind of attitude you wont get far in modding Skyrim. It's like trying to paint the landscape, but not knowing how mixing basic colors works. Sure, you can do it, but look at how much time you have already wasted by trying to figure it out! And sooner or later, you will need to learn it anyway! You know why I'm the only one stupid enough to help you? Because most people wont waste their time trying to teach a person who don't wanna put at least a little effort to learn something!That's right, you don't wanna learn. You are just looking for a quick fix.I'm out. Link to comment Share on other sites More sharing options...
ShenmueScrolls Posted January 23, 2015 Author Share Posted January 23, 2015 (edited) why I'm the only one stupid enough to help you? For this: Thank you, for your help xhttp://s30.postimg.org/69idl03f5/hunting.jpg Turns out it was the BSLightingShaderProperty stuff in NifskopeAnd yes I wanted to avoid as many steps as possible in order to learn the very core basics of what is needed.And no I wont ask why the model looks shiny (I know why) I dont like blindly following tutorials, many say "Do This" with no explanation but I ask "What for?"This is how I learn things , and ultimately learn more than others following the same steps. Then I start thinking about how to improve the current standard process.For example files need editing in Nifskope after they are exported1) Could the Nif Plugin be updated to include options and settings to negate using Nifskope entirely (it clearly exports 'junk' data into the new Nif.2) Could there be a 'Nif Checker' Program to identify any issues in a Skyrim Nif file You may think that these are lazy, childish, noobish ideas , but In the 10 years Ive been modding different game file formats you'd be surpised how often a programmer comes along and says "thats a good idea" (ever ripped a model using DX ripper and NullDC ... You're Welcome!) I may come across as a lazy douche' but I really just percive things from a different angle. Thanks again x FYI:The ! Exclamation mark ingame means there is a problem with the meshIf the mesh is invsible its a problem with the BSlightingshader PropertyIts also possible to set up NIFshader in 3DSmax material editor (technically you shouldnt need to copy values in Nifskope if they are setup properly, I personally cant export the texture with the right texture/armor path...yet) Edited January 25, 2015 by ShenmueScrolls Link to comment Share on other sites More sharing options...
Araanim Posted April 29, 2015 Share Posted April 29, 2015 (edited) Since you've finally figured this out, would you be willing to make a step-by-step tutorial? I've been trying to rig a new mesh to the skeleton of a vanilla gargoyle, but I cannot get it to open in Skyrim. I'm not sure where in the process I'm making mistakes. I've been through an older tutorial that only focuses on statics, and I've looked at Nightasy's stuff but it's so much more complicated then what I'm trying to do. Like you, I don't want to do the whole "skinning" option, I just want a simple mesh rigged to the vanilla skeleton. I don't know what I'm missing. Edited April 29, 2015 by Araanim Link to comment Share on other sites More sharing options...
Araanim Posted July 14, 2015 Share Posted July 14, 2015 So this is an interesting factoid. The reason my model was so messed up is actually quite simple (and stupid.) When I started, the model was a base mesh, and a separate mesh for the eyes. At the beginning I just attached the eyes to the mesh, thinking it was one mesh now and I was good to go. However, I must have kept the textures separate for the eyes and the body. So when I tried to export as a nif, the program was expecting just one texture, but there were two, so it wasn't able to match anything to the original model (a vanilla gargoyle). This means it couldn't match up any of the nodes or bones, so everything was broken. I went back, deleted the eyes, and rigged the whole thing in about ten minutes, and everything worked perfectly. So, to anyone reading this, DON'T DO ^THAT^! Or at least keep the meshes completely separate, don't attach them. This has been a roadblock for half a year now. Ridicuolous. Anyway, thanks for the help! Link to comment Share on other sites More sharing options...
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