Deleted1848331User Posted January 9, 2011 Share Posted January 9, 2011 You could probably rig it to a vanilla armor piece (its full body right?) and just copy the branches and paste to the arena armor in nifscope or something. If its not full body you can try pasting them onto a seperated armor like daedric. Make sure you paste it to the scene root if you do. Oh, and delete the other armor piece you don't want to see :P Link to comment Share on other sites More sharing options...
ziitch Posted January 9, 2011 Share Posted January 9, 2011 Is the armature selected when you export? If you don't select it the export will export nothing into the NIF. In fact, do you have a screenshot of what shows when you load it into Nifskope? Link to comment Share on other sites More sharing options...
Genzel Posted January 9, 2011 Share Posted January 9, 2011 (edited) I did finally get it to show up. I deleted the vanilla skeleton and used one of those extremely compatible skeletons with like 200 tail bones. Now I need to clean up the little clipping errors. I am going to need to save often because I have no clue if anything I will do will prevent the whole thing from working. Here is what it looks like so far (sorry for the low resolution): http://thumbnails6.imagebam.com/11440/6639f9114394638.jpg As with the first armor I made, the crotch area all messed up, and I'm not sure what it is weighted to. The clipping on the side of the left thigh is mostly likely because "create from bone heat" isn't very accurate and weights the separate legs to each other. Because I used a maximum compatibility skeleton, fixing the weights will be a pain with all the extra bones to sort through :confused: Hopefully I can get through this successfully! EDIT: Here is the nifskope if you might be able to see any problem with it. The armature was selected upon export. http://thumbnails34.imagebam.com/11440/2b9b33114395294.jpg Edited January 9, 2011 by Genzel Link to comment Share on other sites More sharing options...
mcole254 Posted January 9, 2011 Share Posted January 9, 2011 I would just start by copying the weight from the body to the armor in the respective spot. That ususally gives a good starting point for weighting with not too much clipping. As for the bones just removes all the ones that aren't in the vanilla skeleton. Link to comment Share on other sites More sharing options...
ziitch Posted January 9, 2011 Share Posted January 9, 2011 If you use Bone Weight Copy, the script will approximate the vertex weighting according to the mesh that already has such - I use this over Bone Heat because it minimalizes clipping in certain areas, but does not eliminate it. Link to comment Share on other sites More sharing options...
Genzel Posted January 9, 2011 Share Posted January 9, 2011 (edited) Thanks for the tips, I remembered a while back I downloaded a bone weight copy machine made by Growlf, I might try that if necessary. EDIT: I used bone weight copy and It is almost done. Here are some more pictures: http://thumbnails37.imagebam.com/11442/f354b3114419041.jpg http://thumbnails15.imagebam.com/11442/d70bd9114419043.jpg http://thumbnails27.imagebam.com/11442/9ac4b1114419048.jpg http://thumbnails34.imagebam.com/11442/ebfa1c114419057.jpg I am happy with the weighting, as far as I can tell, except for on the side of the left leg. After I fix the clipping, I improve the textures. Not sure why the edges are a different color than everything else. Edited January 9, 2011 by Genzel Link to comment Share on other sites More sharing options...
Pittcrew Posted January 11, 2011 Share Posted January 11, 2011 Thanks for the tips, I remembered a while back I downloaded a bone weight copy machine made by Growlf, I might try that if necessary. EDIT: I used bone weight copy and It is almost done. Here are some more pictures: http://thumbnails37.imagebam.com/11442/f354b3114419041.jpg http://thumbnails15.imagebam.com/11442/d70bd9114419043.jpg http://thumbnails27.imagebam.com/11442/9ac4b1114419048.jpg http://thumbnails34.imagebam.com/11442/ebfa1c114419057.jpg I am happy with the weighting, as far as I can tell, except for on the side of the left leg. After I fix the clipping, I improve the textures. Not sure why the edges are a different color than everything else.looks good, so is it close to being ready then?? Link to comment Share on other sites More sharing options...
ziitch Posted January 11, 2011 Share Posted January 11, 2011 Very nice - The edges might need to have the tangent spaces updated, which can be done in Nifskope through Spells->Batch->Update All Tangent Spaces. Link to comment Share on other sites More sharing options...
Genzel Posted January 11, 2011 Share Posted January 11, 2011 (edited) Very nice - The edges might need to have the tangent spaces updated, which can be done in Nifskope through Spells->Batch->Update All Tangent Spaces. What does this do? One of the weighting tutorials mentioned it. I haven't had a chance to do a lot of work, but I just need to fix the textures and the weighting a little bit. Hopefully it will be done by the end of the week. EDIT: I fixed the textures, no more black edges, and from in blender, the rigging should be better. I also decided to try out Nehrim, and while that installed properly, Oblivion crashes if I do anything.Might have to send the files to one of you just to test it for me while I sort this out. Edited January 12, 2011 by Genzel Link to comment Share on other sites More sharing options...
Genzel Posted January 12, 2011 Share Posted January 12, 2011 Got normal Oblivion running again (albeit very very laggy) and tested it out. Still needs some weighting work, and now the normal maps need fixed. If I get a snowday tomorrow, it could be done then, or if not then Thursday. I will need to know the desired stats, enchantments, weight, name, and location of the armor before I release it. One more thing, do you mind if I use a vanilla _gnd? Its just the model that lays on the ground, but ground models and inventory icons seems pointless to me. I will probably use the Orcish or just Daedric ground models and icons if you don't mind. Link to comment Share on other sites More sharing options...
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