Araanim Posted June 12, 2015 Share Posted June 12, 2015 I've been everywhere trying to figure this out, but I just can't seem to find the information I need. So I'm putting out this request hoping that somebody can help me or at least point me in the right direction. Here's where I stand:-I got a beautiful Cthulhu mod from the Unity3d website. It's a 3dsMax model rigged to its own skeleton, great textures, everything.-I exported the nif for the Dawnguard Gargoyle.-I opened the Gargoyle in 3ds, deleted the mesh but not the skeleton.-I inserted the Cthulhu mesh.-I carefully rigged the Cthulhu mesh to the vanilla Gargoyle skeleton. (I read recently that you maybe cannot move the vanilla skeleton in any way. Is that true? If so, THAT might be the problem here.)-I weighted the mesh and all that and made sure everything moves right with the skeleton.-Exported as a nif using at least three or four different settings from various tutorials. (with the newest nif plugin)-Opened in Nifskope and replaced the BSshaderTextureSet with the ones from the vanilla Gargoyle.-Looks great in Nifskope, but crashes Creation Kit when I try to add the nif. I've been pulling my hair out trying to make this work. This is the last piece in a mod I've been working on for almost two years. It's driving me crazy. I've been over Nightasy's tutorials on youtube, but the armor skinning seems way more complicated than just rigging a mesh to the skeleton. Is that a better option? Basically treat the Cthulhu mesh as a second skin over the gargoyle mesh? Cause what I did clearly isn't working. If anybody can find it in their wee hearts to help me, I would greatly appreciate it. I'd really love to make this work. Link to comment Share on other sites More sharing options...
DDProductions83 Posted June 12, 2015 Share Posted June 12, 2015 Would help if you added a nif, I just went through getting skinned s#*! to work and it is possible to move bones but you move them in nif not max There are a lot of questions looking at a nif would answer me 400 times faster See POC necromorph Link to comment Share on other sites More sharing options...
MotoSxorpio Posted June 12, 2015 Share Posted June 12, 2015 [sarcasem] You let Darren have hold of this and you'll end up with Cthulhu with gems up his ass, shining brightly and asking for more gems. [/sarcasm] [email protected] Link to comment Share on other sites More sharing options...
DDProductions83 Posted June 13, 2015 Share Posted June 13, 2015 Gems? Gems are truly outrageous. They are truly, truly, truly outrageous. Link to comment Share on other sites More sharing options...
Di0nysys Posted June 13, 2015 Share Posted June 13, 2015 Here you go. Same tutorial I gave Darren I think the same dude who made the vid was also working on a Cthulu mod. Link to comment Share on other sites More sharing options...
Araanim Posted June 13, 2015 Author Share Posted June 13, 2015 Oh wow thank you so much!!! I'll run through this as soon as I get a chance. Blessings of Arkay upon ye. Link to comment Share on other sites More sharing options...
Araanim Posted July 14, 2015 Author Share Posted July 14, 2015 So this is an interesting factoid. The reason my model was so messed up is actually quite simple (and stupid.) When I started, the model was a base mesh, and a separate mesh for the eyes. At the beginning I just attached the eyes to the mesh, thinking it was one mesh now and I was good to go. However, I must have kept the textures separate for the eyes and the body. So when I tried to export as a nif, the program was expecting just one texture, but there were two, so it wasn't able to match anything to the original model (a vanilla gargoyle). This means it couldn't match up any of the nodes or bones, so everything was broken. I went back, deleted the eyes, and rigged the whole thing in about ten minutes, and everything worked perfectly. So, to anyone reading this, DON'T DO ^THAT^! Or at least keep the meshes completely separate, don't attach them. This has been a roadblock for half a year now. Ridicuolous. Anyway, thanks for the help! Link to comment Share on other sites More sharing options...
Di0nysys Posted July 14, 2015 Share Posted July 14, 2015 So this is an interesting factoid. The reason my model was so messed up is actually quite simple (and stupid.) When I started, the model was a base mesh, and a separate mesh for the eyes. At the beginning I just attached the eyes to the mesh, thinking it was one mesh now and I was good to go. However, I must have kept the textures separate for the eyes and the body. So when I tried to export as a nif, the program was expecting just one texture, but there were two, so it wasn't able to match anything to the original model (a vanilla gargoyle). This means it couldn't match up any of the nodes or bones, so everything was broken. I went back, deleted the eyes, and rigged the whole thing in about ten minutes, and everything worked perfectly. So, to anyone reading this, DON'T DO ^THAT^! Or at least keep the meshes completely separate, don't attach them. This has been a roadblock for half a year now. Ridicuolous. Anyway, thanks for the help!Glad you got it sorted out. Rigging must be one of most annoying things in modding. Link to comment Share on other sites More sharing options...
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