kungfubellydancer Posted January 6, 2011 Share Posted January 6, 2011 Like the title says, I need to take the boots off of one armor, and place them onto another armor. It wouldn't be so hard except that the boots are in the same block as the rest of the armor. Some meshes in nifskope have the armor pieces seperated in different blocks, which easier :/ So, how does one go about separating the boots? Do I have to go back into Blender to do this, or can it be done in nifskope? Link to comment Share on other sites More sharing options...
Quetzlsacatanango Posted January 6, 2011 Share Posted January 6, 2011 You have to do it in blender, but it's not very hard. In edit mode, select the vertices you don't want, then delete them.Select the armature, export.Done Link to comment Share on other sites More sharing options...
FavoredSoul Posted January 6, 2011 Share Posted January 6, 2011 Just in case Quetzlsacatanango's instructions were too vague.... - You get into "Edit Mode" by selecting the mesh that has the boots attached to (In Blender, selection is Right Click) and then hitting the TAB key. - Now you can start selecting the vertices belonging to the boots (also rvia ight clicking). Make the process easier by only selecting a few vertices and hitting CTRL+L to select all the connecting ones. - When you've got all the vertices you want, hit P on the keyboard then Seperate Selected. - Exit Edit Mode by pressing TAB again. - The boots should now be a seperate object from the body. Delete everything you don't want. - A to select all, whatever you've got left, then you can do your export. Link to comment Share on other sites More sharing options...
kungfubellydancer Posted January 7, 2011 Author Share Posted January 7, 2011 Alright, when I press CTRL+L, is it possible to add more to that selection, or do I have to press Seperate Selected for every bath of vertices I select? Exporting the nif into nifskope later, revealed that my pair of boots had up to 10 seperate nodes, when they should only be 1 node. That was because I could only select and seperate about 10 different parts of the boots, as opposed to the entire thing at once. Is there a button I should be holding or something as I select vertices? Link to comment Share on other sites More sharing options...
FavoredSoul Posted January 7, 2011 Share Posted January 7, 2011 (edited) What you're thinking about is called Compound Selection. Just hold SHIFT, and whatever new selection you make will be added to the previous one; so on and so forth. Many programs out there share this standard. Alternatively, if you can't figure it out, you said you had about ten nodes... You can JOIN them together again by selecting two or more objects and hitting CTRL+J in Blender. Edited January 7, 2011 by FavoredSoul Link to comment Share on other sites More sharing options...
kungfubellydancer Posted January 7, 2011 Author Share Posted January 7, 2011 (edited) Thanks so much for the help so far, but now I've run into another problem. So I've been using your instructions for another set of meshes, actually. It's been going smooth, and I got the combined mesh into nifskope and fully retextured, but then I put into the Geck, and it gives me the giant red exclamation mark that every modder fears and dreads. Was there I step I missed somewhere? Attached are screenshots from nifskope and geck. Edited January 7, 2011 by kungfubellydancer Link to comment Share on other sites More sharing options...
baduk Posted January 7, 2011 Share Posted January 7, 2011 (edited) Hi! Make sure to check the material datablocks for each object in there if ur joining em.Because nifscripts is gona separate the objects that have a different material assigned to them. The material includes what texture file is on it so if its using different textures then u cant join em.Unless you edit the textures and move the uv maps around also. It is very odd to have 10 separate nitristrips blocs on your nif tho!Again, check the material datablocks and remove any extra ones you may have added on accident. Woups! u posted right while i was posting.Wheres your screenshots? Your eclamation mark thingy can be caused by some stuff. like improper node herarchy or just having it in the wrong spot. Edited January 7, 2011 by baduk Link to comment Share on other sites More sharing options...
kungfubellydancer Posted January 7, 2011 Author Share Posted January 7, 2011 (edited) Sorry, could you be a little more specific? I'm still new to modifying meshes; do I check the datablocks in blender or nifskope? Also, the two meshes were combined in nifskope, not blender. I just used blender to remove the unwanted parts from the original meshes. The 10 nifstrips were part of an old mesh; I'm now working on a new mesh, a coat+tuxedo, not the boots. EDIT: I accidentally submitted the previous post without realizing that the screenshot was marked as too big; I resized and resubmitted. Edited January 7, 2011 by kungfubellydancer Link to comment Share on other sites More sharing options...
Quetzlsacatanango Posted January 7, 2011 Share Posted January 7, 2011 Here's what I would do: Import your nif into blender.Make sure it only has one armature, and that everything is parented to it. You can check by selecting the armature with your right click, then press g and move it around. If your whole armor moves wit it, you're good.Now, with only the armature selected, re-export your nif, and make sure your export settings match the ones here: http://www.fallout3nexus.com/imageshare/image.php?id=13957 Then check in GECK again.You will have to reset the skin shader in nifskope, but other than that you should be good. Link to comment Share on other sites More sharing options...
kungfubellydancer Posted January 7, 2011 Author Share Posted January 7, 2011 I reordered the nodes, but I still get an exclamation. Could you examine the node list here and tell me if anything looks out of place? Link to comment Share on other sites More sharing options...
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