Nephelus Posted March 27, 2015 Share Posted March 27, 2015 I've been trying to figure out the process behind creating/porting a helmet using Blender. So far I've managed to get the helmet into the game textured and everything but the helmet is upside down and ends up buried in the wearers chest. See below: http://cloud-4.steamusercontent.com/ugc/32989447408182731/AA16825990B0F28A71E6A198D0F721679BB2D7E7/ These are my export settings in Blender NifTools:http://i.imgur.com/E3tofbx.png And here's a link to the resulting .Nif file.https://www.dropbox.com/s/rhf5ntxlcx7t783/Helmet_UpsideDown.nif?dl=0# If someone could shed some light on what step I may have missed I would appreciate it. Link to comment Share on other sites More sharing options...
nivea Posted March 27, 2015 Share Posted March 27, 2015 Your Rotation is 180 degrees, you should not use the nifskope transform unless it is for minor stuff imo. So instead of using it to scale your helmet, use blender instead and get rid of all that information including the 180 rotation. Link to comment Share on other sites More sharing options...
Nephelus Posted March 28, 2015 Author Share Posted March 28, 2015 (edited) Your Rotation is 180 degrees, you should not use the nifskope transform unless it is for minor stuff imo. So instead of using it to scale your helmet, use blender instead and get rid of all that information including the 180 rotation.I'm sorry. Can you explain a bit more? I didn't do any scaling or transformation in NifSkope. I only did it in Blender but my helmet in Blender is not upside down. Here's my view in Blender pre-export: http://i.imgur.com/alxkfK9.png Here's what it looks like in NifSkope after exporting: http://i.imgur.com/PxEAPxF.png Edited March 28, 2015 by Nephelus Link to comment Share on other sites More sharing options...
nivea Posted March 28, 2015 Share Posted March 28, 2015 Click on the NiTriStrips/NiTriShape, then right click-> Transform-> Edit You will notice that your scale is 0.0600 when it should be 1, your rotation for R is 180 when it should be 0. Set them to the right amounts and then load them back up in blender and go from there. You could try the quick and messy was and just hit Transform -> Apply, and then Update All Tangent Spaces. Spells -> Batch -> Update All Tangent Spaces I would suggest you try to redo it in blender though. Link to comment Share on other sites More sharing options...
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