rachelstoolbox Posted May 25, 2011 Share Posted May 25, 2011 I've been dealing with this problem for days while trying to modify/combine a few aspects of different Fallout 3/NV armors together. Since it seems to do it regardless of whether I changed anything about the mesh from import to export or not, I'm assuming the problem is in either my import or export settings. I've attached screen shots of my settings for both below. I've had this problem before, back around October I think, and I was able to find a post then that gave me the answer here, but I've spent days here as well as on Google and can't seem to find the post I was thinking of. If anyone can give me something else to try, please do. I've played with just about every setting set I can find online and can't seem to resolve the issue so far. Link to comment Share on other sites More sharing options...
Fumofumo Posted May 26, 2011 Share Posted May 26, 2011 Usually I just open a new .blend then import the .nif. Then I delete the skeleton, hit Ctrl+A to select everything, then import a fresh skeleton with Import Skeleton Only+Parented Selected. Next I select the skeleton only, then export. The only setting that differs is Stitch Strips but I doubt that actually matters in this case. Doing this usually clears up this issue for me whenever it happens to rear its head around. Link to comment Share on other sites More sharing options...
LHammonds Posted May 26, 2011 Share Posted May 26, 2011 There are a couple of different ways to do this. It is mainly related to Blender "holding onto" object names even after deleting them. For example, you open a .blend model, then delete a material called "material" and then create a new material, it will default to "material.001" because the deleted object "material" remains in memory. However, if you delete the "material" and then save and exit blender, you will find that the next time you open Blender and the model, you can create a new material and it will not append a .001 to the end if it is not already being used. I detailed this skeleton re-attachment procedure in the following tutorial but like I said, there are other ways too. http://wiki.tesnexus.com/index.php/Blender_import_and_export_armor_for_Oblivion Link to comment Share on other sites More sharing options...
Quetzlsacatanango Posted May 26, 2011 Share Posted May 26, 2011 Usually I just open a new .blend then import the .nif. Then I delete the skeleton, hit Ctrl+A to select everything, then import a fresh skeleton with Import Skeleton Only+Parented Selected. Next I select the skeleton only, then export. The only setting that differs is Stitch Strips but I doubt that actually matters in this case. Doing this usually clears up this issue for me whenever it happens to rear its head around. This ^*If* you are still seeing the problem after that, change your window type to "Outliner". Find your extra armature in the list and delete it from there. Link to comment Share on other sites More sharing options...
rachelstoolbox Posted June 3, 2011 Author Share Posted June 3, 2011 Thanks for the help! Importing a new skeleton worked once I was able to get Blender to stop crashing when I tried to load the saved .blend file. Link to comment Share on other sites More sharing options...
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