jamochawoke Posted April 10, 2011 Share Posted April 10, 2011 Ok so I created the perfect mesh in Blender by editing another pre-existing mesh. Everything worked perfectly. I load it up in game and everything works perfect. Then I look at the way the mesh is wrapping during the run animation and I go "oh hey I should fix that". So I load up the mesh in NifSkope... and I accidentally deleted the skininstance branch for part of the mesh. I tried copy/pasting a skin instance from an identical armor (just a bit different mesh) but no go. Instead of copying into the branch of the NiTriStrips I deleted it from it copies to the root node. How do I fix this? As is, without the skin instance it gives Oblivion a CTD... There has be a way to fix it :/. This mesh took me a solid 8 hours to make. Link to comment Share on other sites More sharing options...
jamochawoke Posted April 10, 2011 Author Share Posted April 10, 2011 Ok... I was able to save the mesh, sort of. NifSkope refused to work with me to export the existing NiSkinInstances from each NiTriStrips data node. However, I was able to piece by piece retrieve the mesh's data and save it onto an arena raiment I unpacked from the Oblivion BSA. I tried to use its existing NiSkinInstances by linking my NiTriShapes to it. But no go.Since the mesh isn't weighted properly it just becomes a massive blob in Oblivion. The mesh vertices are intact... thankfully I was able to save those. So I'm going to try putting it into Blender and rigging it to a new skeleton. Wish me luck! Link to comment Share on other sites More sharing options...
jamochawoke Posted April 10, 2011 Author Share Posted April 10, 2011 Update: following a rigging tutorial has resulted in epic failure. Thankfully I saved a backup file... I'm going to give it a rest and watch a movie... this has sucked the fun out of modding :/ Link to comment Share on other sites More sharing options...
wetblanket Posted April 10, 2011 Share Posted April 10, 2011 You've learnt the hard way the value of backups and why the 'Save As' (rather than 'Save') button is so prominent in NifSkope. Good luck with your futures endeavors :) Link to comment Share on other sites More sharing options...
jamochawoke Posted April 10, 2011 Author Share Posted April 10, 2011 I was able to get it to work... eventually. I basically did the whole mesh over again and counted vertices. Beings there was no way I could get another mesh like that first one again (a lot of happy accidents :) ) I matched the vertices over and then copied the NiTriShapes Data and Extra Data pasted over top of the hurried out mesh with the same vertices. Worked like a charm. Found out the skin data contains all of the rigging data, how it interacts with the bones during animations, and all of that. You cannot ever get it back in NifSkope unless you happen to have a near-identical mesh with the same amount of vertices. I lucked out... I tried rigging the defunct meshes myself about 5 times before giving up. Looks like I can do everything but that :P. TL;DR - DON'T EVER DELETE NiSkinInstance data from a .nif file! Let it be a lesson for the rest of ya! Link to comment Share on other sites More sharing options...
fore Posted April 10, 2011 Share Posted April 10, 2011 Emmm... so why did you do all of that? If I understand you right it was only for skinning (bone weight)? If so, then why didn't you use Blender's bone weight copy script? :biggrin: If you copy from a similarly shaped mesh, this script works perfect. Link to comment Share on other sites More sharing options...
jamochawoke Posted April 10, 2011 Author Share Posted April 10, 2011 I don't know why, but I couldn't get it to work. For some reason after copying the bone weights it gave Oblivion a CTD :/. So I had to do this the roundabout way I described. I now know to be MUCH more careful in NifSkope. I really had a lot of other stuff to do that day but I was obsessed with fixing this. Link to comment Share on other sites More sharing options...
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