kungfubellydancer Posted January 9, 2011 Share Posted January 9, 2011 I'm not sure what I'm doing wrong, as I'm still new to custom meshes, but I like to take parts from armor .nif's and combine them in blender and/or nifskope. However, I often get a few errors. 1. Exporting from blender, I get a message telling me that there are multiple armatures. This happens even when I have only one .nif loaded; I fix this and export.2. If or if not the above errors occurs, loading the custom .nif in nifskope will either reveal that the mesh has no errors, or that if there is an error with the limbs, particularly when trying to copy branches from that mesh on to another mesh. I believe it thinks the armatures are incompatible or something.3. If these errors did or did not occur, loading into the GECK will reveal a seemingly normal mesh in the mesh preview window when attaching it to an armor piece. However, when I try to see it in the cell preview window of the GECK or load the cell in-game where the NPC is wearing the said mesh, the GECK/Game crashes without warning. Does anyone know what I'm doing wrong? I've spent hours creating lovely armors and clothing with hand-changed customizations, but it's heartbreaking and frustrating when it turns out they are not playable, for whatever reason. I suspect it has something to do with the armature, but I could be wrong. Link to comment Share on other sites More sharing options...
Quetzlsacatanango Posted January 9, 2011 Share Posted January 9, 2011 This usually happens for me when I accidentally export with multiple armatures in the scene, and end up with nested ninodes.Import your nif to blender, delete all armatures, select all meshes, then re-import the skeleton, and choose 'import skeleteon only + parent selected meshes". Then select skeleton only and re-export. Link to comment Share on other sites More sharing options...
baduk Posted January 9, 2011 Share Posted January 9, 2011 Hi! What u are having is just a small problem. When it is fixed then it will work! Right click a couple times on the armature. does the name change? It means u got an extra one ontop of the other.Look in object mode at the buttons window, There is 2 rows of little square buttons. How many have a dot in them?You can click on the buttons to select different layers to see what u have in there, although i do believe u must have a layer selected to export from it.If you clicked h on something it wil hide it and u cant find it in your 3d view. alt-h wil unhide it tho. I like to look at the outliner view to see what all i have in there. u can change window mode with the selector at lower left of the window, and there is a treeview of everything.U can see wht is hidden also cause there is a little eye icon on there that you can toggle for hidden/shown. In nifskope you can always remove the extra ninode root from your nif tho with right clicking menu also. Its always gonna be a good idea to import just only one armature at a time unless you need more ones for animation.Use that skeleton only button quetz told u about when u first import something. then when u want to import the meshes, just only select the armature in 3d view and choose the other geometry only button on importer options. Link to comment Share on other sites More sharing options...
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