VincentIcarus Posted March 20, 2011 Share Posted March 20, 2011 (edited) Okay, I'm doing some basic editing in NifSkope for a personal use mod and I resized, re-angled and re-aligned a mass effect mask to stick to a reinforced chinese stealth helmet but when I equip the helmet (with the mask attached) the mask part of the mesh still has the original size, shape and angle and none of the edits that I did have stuck but when I look at the helmet mesh in NifSkope all the changes I've made are there. Anyone know why this is happening and what I can do to fix it? Here's a link to a picture so you can see what I'm talking about:http://s875.photobucket.com/albums/ab318/Vyticoz/?action=view¤t=EditingHelp.png Edited March 20, 2011 by VincentIcarus Link to comment Share on other sites More sharing options...
baduk Posted March 20, 2011 Share Posted March 20, 2011 Hi! I dont know what a chinese stealth helmet looks like. Does it cover the entire head? It matters cause there are different ways to do headgear for different situations. But you gotta use blender anyway not gonna be able to do it with just nifskope. If you want it to be like a hat on a head cause there is parts of head skin visible then you probaly want to do with facegen morphing method that uses this conformulator program to generate a egm for it to be able to fit different face morphs. This one you gotta have just one object and since exporter splits objects that have different materials you have to combine the texture files into one file and just slide all the uvs onto the right part. Then export without strippification, well i cant remember if strippification is bad for a helmet cause it does not have to have matching vertex order with any tri file. The rest of the directions are given with conformulator download. The other way that you want to do especially if the helmet covers the entire head and is joined with the body armor is skinning it to the skeleton. You can make most of the helmet 100% weighted to the bip01 head bone but the parts near the shoulder will want clavicle bone influence and stuff like that. What you can do is import the body model and head model and then join those 2 meshes into one object. remove any stuff like envelops or other skinning data from the armor part and then use the bone weight copy script to do your skinning automatically. That area really does not prove troublesome so you are probably going to be good to go then. There is tutorials for using boen weight copy on the wiki. Although this particular project you wont be able to upload as a mod or anything you will learn how to do some cool stuff and then you probably will feel like doing some serious modding after that :D Link to comment Share on other sites More sharing options...
Recommended Posts