nivea Posted February 22, 2011 Share Posted February 22, 2011 I have been modding Oblivion since it game out, I learned blender around the use of Oblivion. Sadly Fallout is not as blender "friendly" (easy) as Oblivion it seems, I have been working on a couple of body mods for a while now, I have them almost done. Except in game there are gaps at the neck and wrists, I have every thing lined up perfectly in blender everything is set up right in nifskope as well.For the life of me I cant figure out what I am doing to upset the meshes T_T I have looked around but I found no real answer or walk through on how to fix this issue, I have so much work in armors to do but I cant do any until this is fixed. So any help would be most useful right now, thanks. ~_~ Link to comment Share on other sites More sharing options...
ecksile Posted February 23, 2011 Share Posted February 23, 2011 Perhaps its not the mesh and its the skeleton or the way it is weighted/rigged to it. Link to comment Share on other sites More sharing options...
nivea Posted February 25, 2011 Author Share Posted February 25, 2011 Nope I re-rigged everything several times now, it still shows up with either hand gaps or neck gap. :\ Link to comment Share on other sites More sharing options...
ecksile Posted February 25, 2011 Share Posted February 25, 2011 (edited) They wouldn't by any chance happen to be oblivion bodys would they? i remember there was a problem with porting those over...Ive done one myself but never tried to fix it cuz i moved on to something else but i do kno the problem and i remember it happening with another body mod from oblivion to fallout as well (exnem?). idk if it was ever resolved...are you using blender or max? If using blender, You could try applying the scale rotation data to see if it sets it. Ive had some weird unexplainable stuff happen in fallout when it comes to rigging. Sometimes data just gets corrupted and you have to start from scratch again. This is what happened when i rerigged alexscorpions sneak suit...and its happened with other things too but never this bad...it worked fine then on one of my improvement rerigs (to just clean up vertices response to certain animations) it broke and i couldn't fix it, i guess the file itself corrupted or something...Like you i re rigged it checked all my bones everything. showed up fine blender/nifskope/geck until ingame..But idr if it was ANY rerig of the suit after that (even new nifs) but I never resolved the problem...The game tends to behave strangely with me a lot...yours probably isn't as bad as that but its always a possiblity...anyways im rambling... :wallbash: http://i115.photobucket.com/albums/n298/outlaw_027/ZOMG%20MODS/Gloves.png http://i115.photobucket.com/albums/n298/outlaw_027/ZOMG%20MODS/Ugh.png Edited February 25, 2011 by ecksile Link to comment Share on other sites More sharing options...
nivea Posted February 25, 2011 Author Share Posted February 25, 2011 Nope no oblivion armors, I am editing the type 3 body into a child body. I have done clothing in NV just fine so this is the first time I have worked on a body other then Roberts, I just really dont understand the issue... :\ Link to comment Share on other sites More sharing options...
Fumofumo Posted February 25, 2011 Share Posted February 25, 2011 Is it either a neck gap or a wrist gap or both? If you are using the Smaller Type 3 hands for your body, they don't actually line up. I noticed that a long time ago. The only body I've found where the hands actually lined up properly with was the HDX Body that Exeter packed in with his/her Type 3 conversions. What I tend to do if I'm converting some armor and they don't line up is simply join the hands to the body, then merge the wrist vertices of the hand to the corresponding vertices on the forearm. I then split where I merged and get two hands that line up. It would probably be simpler to just use those hands afterward as the actual hand mesh, but apparently I never seem to. As for a neck gap, I'm not really sure what could be the problem. Did you translate the body in object mode or anything? Or is the body's position off when imported back into Blender? I dunno. Also, the transform features of NifSkope don't work particularly well with things that have skinning like all the clothing and bodies of Fallout and some weapon nodes and such, really mucks things up. Link to comment Share on other sites More sharing options...
nivea Posted February 25, 2011 Author Share Posted February 25, 2011 (edited) I do just that with the hands, I merge and join the verts in blender lining them up perfectly in blender and I do the same with the head mesh. Also when I import my body back into blender everything lines up perfectly still, its just so odd. Screw it all I am just gonna cheat and fill in the neck so there so you cant see into the body. If anyone ever does figure out why this happens please do tell me... *grumbles* Edited February 25, 2011 by nivea Link to comment Share on other sites More sharing options...
Quetzlsacatanango Posted February 25, 2011 Share Posted February 25, 2011 Seems to me that the nif scripts jack with (technical term) your body when you import the clothing. It doesn't show up in blender but after export you will see it in game. Most of the time, but not always, I can get around it by importing the body last, reparenting the skeleton, and re-exporting. Link to comment Share on other sites More sharing options...
TheTuna Posted February 25, 2011 Share Posted February 25, 2011 Some of the normal NPCs have this problem, Cass has wrist gaps on her default outfit for me. Could be an engine thing. Oh Gamebryo. :wub: Link to comment Share on other sites More sharing options...
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