Jump to content

Custom Head Mesh not showing...


mitchellkrever

Recommended Posts

I have been going through hell for the last three days trying to figure out how to get my custom face mesh into the skyrim game.
Going from completely new I have made a lot of progress from making my nif files, creating my race for skyrim in creation kit, making the .dds files and baking them.

 

 

When I load my character in race menu he is missing is head. Its invisible or something. I know its not my dds file becuase I can use that with custom races and it still works. It's something that I am doing with my .NIF and I was hoping someone could help know what I am doing wrong.

 

Here is a link to my .NIF could someone could please have a quick look at it and tell me what I am doing wrong please?

 

http://www.filedropper.com/malehead

 

*EDIT* So I imported and exported a working face mesh in 3ds Max and loaded my game and it the face went missing., So I am not importing/exporting correctly.**

Anyone have an idea on what the right way to export/import is without losing my head?

Edited by mitchellkrever
Link to comment
Share on other sites

I took a look at the nif you posted and there are a few issues.

 

First, the BSLightingShaderProperty is in the wrong place. You need to paste it into the NiTrishape.

Open your nif in NifSkope

Right Click on the BSLightingShaderProperty and select Block and Copy Branch, then Right Click on NiTrishape and select Block Paste Branch. Then delete the BSLightingShaderProperty from the root by Right Click Block Remove Branch.

 

You also need to make a couple of changes to NiTriShapeData.

Change "BS Num UV" Sets from 4097 to 1

 

Change "Has Normals" from yes to no

 

Change "Has Vertex Colors" from no to yes

 

The last problem is the UV map is flipped. Unless your textures are also flipped they wont work right, as it is now when using the vanilla male face texture it shows upside down on the face. It seems to be just the vertical that is flipped and not the horizontal, so rotating the map 180 degrees in NifSkope wont fix it, you will need to flip it in 3ds Max.

 

I did put your mesh in game and it does seem to work more or less. The facial morphs work so that is good. Only other issue is the vertical translation when looking at it in the CK. When viewing only the head it is positioned high above the hair, eyes, and beard. When you view the whole body then everything is in the right position, and in game it is also OK. I'm not sure what the cause of that would be, it could be the head or skeleton were improperly positioned in 3ds Max.

 

That's all I can really tell you. You've made pretty good progress here, you just have a little more work to do. :smile:

Link to comment
Share on other sites

Oh thank you so much! After the forth day and 50 hours in I gave up but with this new advice I will defintaly try again. I can't believe it was something so simple.
I made the face using IE FACEGEN which scans photos of your face and puts it into a 3d model. I also used the Facegen to Skyrim mod on nexus.

Really looking foward to putting it into the game and after do small tweaks. SUCH GREAT NEWS to hear that IE FACEGEN to SKYRIM actually does work!

Link to comment
Share on other sites

Hey thanks again for helping me get that final big issue over. Although there are a few small issues like head/body texture not looking correct, small issues of Facegen to Skyrim mod giving correct face data (facegen does great but the Facegen to Skyrim mod sortof disorts a bit), and normals getting baked improperly (lips are very bright and some darkening on eyebrows, skin seems to reflect light a bit to much) I'm really happy with my results and I know I will be able to do these things.

Link to comment
Share on other sites

  • 3 years later...

I took a look at the nif you posted and there are a few issues.

 

First, the BSLightingShaderProperty is in the wrong place. You need to paste it into the NiTrishape.

Open your nif in NifSkope

Right Click on the BSLightingShaderProperty and select Block and Copy Branch, then Right Click on NiTrishape and select Block Paste Branch. Then delete the BSLightingShaderProperty from the root by Right Click Block Remove Branch.

 

You also need to make a couple of changes to NiTriShapeData.

Change "BS Num UV" Sets from 4097 to 1

 

Change "Has Normals" from yes to no

 

Change "Has Vertex Colors" from no to yes

 

The last problem is the UV map is flipped. Unless your textures are also flipped they wont work right, as it is now when using the vanilla male face texture it shows upside down on the face. It seems to be just the vertical that is flipped and not the horizontal, so rotating the map 180 degrees in NifSkope wont fix it, you will need to flip it in 3ds Max.

 

I did put your mesh in game and it does seem to work more or less. The facial morphs work so that is good. Only other issue is the vertical translation when looking at it in the CK. When viewing only the head it is positioned high above the hair, eyes, and beard. When you view the whole body then everything is in the right position, and in game it is also OK. I'm not sure what the cause of that would be, it could be the head or skeleton were improperly positioned in 3ds Max.

 

That's all I can really tell you. You've made pretty good progress here, you just have a little more work to do. :smile:

 

Hey bro, could you help me with what you did above? I have tried everything but cant seem to get the head to not be invisible.

 

http://www.filedropper.com/khajiitcubheadmale

 

Your help will be greatly appreciated

Link to comment
Share on other sites

I don't have the CK installed any more so there is not much I can do to test things, however I did have a look at your nif in nifskope and I notice it is not weighted. You have the bones there but the mesh isn't using them. You can verify that in nifskope by going to the spells dropdown menu and selecting Spells - Optimize - Remove Bogus Nodes and it will remove all bones, meaning that the mesh is not weighted to any of those bones.

 

Something you can try is to copy the NiTriShapeData from your model and paste it over the NiTriShapeData of the original femaleheadkhajiit.nif. They seem to match well as they have the same number of vertices. It might work and it might not, you wont know until you test it in game and see that it morphs properly. It all depends on if it is compatible with the existing Tri files.

410373-1523199877.jpg

Link to comment
Share on other sites

:psyduck: this is what I feel like now..... I didn't even think of just pasting it over the other shape. :wallbash: :wacko:

 

 

Thank your for showering me with your wisdom. :teehee: :teehee: :teehee:

 

I can finally get on with my life. :woot: :woot:

 

But on a serious note. Thanks bro. That worked perfectly. :thumbsup:

 

Another quick question. The teeth are now clipping through the mouth. Any advice on how to get this aligned properly?

Edited by Kodey18
Link to comment
Share on other sites

  • 3 weeks later...

So this is the most recent thread I have found on the subject... Would anyone be willing to help me out as well? I am trying to create elf children and I created my mesh, have all the textures, have things set up in NifSkope the same way they are with vanilla head meshes, but I am plagued by the invisible mesh bug in the CK.

 

Relevant Info: I am a TOTAL noob modder, but I have spent close to 30 hours just trying to get this one head to work. I've read tutorials, watched videos, read 5 million posts, and I still can't tell what's wrong.

 

Any help is SUPER welcome and very much appreciated. Thank you so much in advance!

 

https://drive.google.com/file/d/1kvn2sRYWFHA95go3h1ZhPJ28lVbyBtQf/view?usp=sharing

Link to comment
Share on other sites

Your nif is missing a BSDismemberSkinInstance, that is probably the problem. Other than that everything looks normal. You should try doing the same thing I outlined above in post #6: copy the NiTriShapeData from your model and paste it over the NiTriShapeData of a vanilla/default head nif, in your case I would paste it over the NiTriShapeData of the femalehead.nif.

 

The reason I choose the female instead of the male is:

 

malehead.nif Number of Vertices = 898

femalehead.nif Number of Vertices = 996

your head nif Number of Vertices = 996

 

this suggests to me that your model is a variation of the femalehead nif.

Link to comment
Share on other sites

Your nif is missing a BSDismemberSkinInstance, that is probably the problem. Other than that everything looks normal. You should try doing the same thing I outlined above in post #6: copy the NiTriShapeData from your model and paste it over the NiTriShapeData of a vanilla/default head nif, in your case I would paste it over the NiTriShapeData of the femalehead.nif.

 

The reason I choose the female instead of the male is:

 

malehead.nif Number of Vertices = 898

femalehead.nif Number of Vertices = 996

your head nif Number of Vertices = 996

 

this suggests to me that your model is a variation of the femalehead nif.

Oh my GOD! THANK YOU SO MUCH!!!! So the copy pasta made my head all wonky, but I fiddled with settings until the mesh looked normal again. Then I saved and IT WORKED!!!! Seriously you have just made my ENTIRE day because this was driving me CRAZY! You are the actual best. Thank you so much!

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...