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Cant get helmet model to work


Storander

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HI nexus forums, I'm pretty new to modding and I'm having some troubles with a custom full-face helmet I'm making. I have the model and texture finished, but can't get it to properly fit my character in game; it's detached and to the left of the player character by quite a ways.

I've made a .egm file using conformulator, but that did not help. I've realized I probably have to attach it to the body mesh some how (perhaps using either nifskape or 3ds max), but I have no idea how to do this. Any help would be appreciated.

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I certainly might as a last resort when I'm pulling my hair out :ohmy:. It's important to learn this so I can figure out what I'm doing wrong though.

 

I recently opened my .nif in nifskape and used the transform tool to further set it in the exact same position as the default male face model. Unfortunately that didn't seem to help.

Edited by Storander
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If you don't want to attach the nif, you could attach a picture of the issue.

The only thing I can think without seeing the issue is that if you conformulated an EGM you probably weighted it only on the Head. Now you're having the problem where the hat is rotated 90 degrees on a side of the head.

But if it's full face, wouldn't be better to rig it as a full mask, without the EGM? i.e. vanilla helmet raider

Edited by Fallout2AM
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Is there a newb friendly tutorial or video on helmet rigging? I just attempted it on my own to hilariously bad results.

Would it be possible to open the raider helm in nifskape and copy my model over onto that skeleton?

Edited by Storander
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In order to rig your new model to a skeleton, you will need Blender and the associated files. This will allow you to parent the helmet to the skeleton and then bone weight it. To do this, your will need Python 2.6.6, Blender 2.49, PYFFI 2.1.11 and NifScripts 2.5.9, installed in that order. The download links can be found here: http://niftools.sourceforge.net/wiki/Blender

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Man, I thought the modeling and texturing was going to be the hard part lol.

Thanks for the link! I currently have a student copy of 3DS max 2012 ive been using with nif scripts, so I suppose I have that covered. I'm not familiar with bone weight or rigging, and my google-fu is failing me in finding a video tutorial, especially one specific to helmets.

Edit: Ive been using this guide:
http://wiki.tesnexus.com/index.php/3ds_Max_armor_to_Fallout_New_Vegas
but I think Im too newbish to apply this concept from armor to a helmet as my mesh seems a bit broken once its in Geck

Edited by Storander
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Thanks a lot for the links! They helped a ton, I finally got the bastard working.

In case someone comes accross this thread with the same problem, I also used this guide:
http://wiki.tesnexus.com/index.php/3ds_Max_exporting_custom_assets
in conjuction with M48A5's links.

That wasnt all however, in game it was still quite strangly positioned on its side and far to the left of the body mesh. In case anyone else runs across this weird bug, you can rectify this by editing the xyz coordinates in nifskape to fix this. I went back and forth to game and nifskape until it was acceptably rested on the shoulders. Im sure theres a more efficient fix, but that's the only one I could figure out.

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