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Mesh editing problem


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I'm sorry if this has been posted before... Hours spent looking through google is hurting my head...

 

Ok, so i have two armours which i like certain parts of so i decided to put them into blender and combine them. I went into nifskope (1.0.22) and exported the meshes as .OBJ.... I then imported them into blender and had to texture the meshes (As nifskope tells me .OBJ cant export with textures). I then select all of the mesh and export as an .OBJ and re-imported it into nifskope. This is where things went weird... The mesh was completely black (white, i assume, is normal) and the block list look a lot different to when i exported the previous meshes... I tested to see if it still worked. So i went into the CS made a new armour, assigned the models and the icon and the other settings, booted up oblivion, console commanded my armour and the upper body was completely invisible.

Now, i'm not very good at blender or nifskope. In fact i'm terrible... but i've learned how to do a few things in the past, and i'm sure i didn't muck around with anything other than the model and texture...

 

Could someone please tell me how i can solve the problem or give me a walkthrough the whole thing so i wont have to face this problem anymore?

 

Cheers!

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I have no idea why you want to take an indirect approach like that. Blender should be able to import/export .nif files directly if you install the Pffy scripts for it.

 

http://grotto.moddersrealm.com/index.php?topic=11179.0

I did mention i am a newbie at this... But now i've hit another brick wall... I've downloaded python and PyFFI but the NIF script refuses to install, claiming i havn't installed Python and PyFFI... I'm using Vista which could be the problem...

 

EDIT: I noticed it doesn't work with versions 3+... So thats fixed

 

UPDATE: Nope, The .Nif export doesn't show up on the list

Edited by TheSchmittMeister
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Use this Blender Compilation. Follow it. Doesn't particularly matter that it's from Fallout3Nexus if you were wondering. Also, .obj files do not retain weighting/rigging, hence why nothing will show up because it isn't rigged to a skeleton anymore. I would work the with .nif files instead. I'll list out some conventional steps here for when you get Blender's .nif import and export scripts working.

1. Import the .nif files you want to combine. Delete the bones that come with them.

2. Delete pieces or combine them, etc.

3. Select all objects, and import a fresh skeleton, preferably the one you are using with Parent to Selected.

4. Select only the skeleton and export as all the parented pieces will export with the skeleton.

5. Assuming you did everything right, it should more or less work.

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Use this Blender Compilation. Follow it. Doesn't particularly matter that it's from Fallout3Nexus if you were wondering. Also, .obj files do not retain weighting/rigging, hence why nothing will show up because it isn't rigged to a skeleton anymore. I would work the with .nif files instead. I'll list out some conventional steps here for when you get Blender's .nif import and export scripts working.

1. Import the .nif files you want to combine. Delete the bones that come with them.

2. Delete pieces or combine them, etc.

3. Select all objects, and import a fresh skeleton, preferably the one you are using with Parent to Selected.

4. Select only the skeleton and export as all the parented pieces will export with the skeleton.

5. Assuming you did everything right, it should more or less work.

Cheers for the help, much obliged :)

But the armour is still isn't showing... I assume it because it hasn't been rigged... How do i go about rigging the bones to the mesh?

 

UPDATE: Found this: http://wiki.tesnexus.com/index.php/Blender_import_and_export_armor_for_Oblivion... went though all of it, but it still refuses to show up in-game...

Edited by TheSchmittMeister
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Well, it should have already been rigged if you went and combined them from their .nif format. It probably wasn't if you exported them as an .obj for reasons already listed. I'll post some instructions for an easy to do Bone Weight Copy that won't be entirely perfect. This all can be circumvented if you use the actual .nif files you were originally trying to combine as they probably have their rigging still.. Probably. Otherwise here are these steps.

1. Import the armor, delete the bones like usual. Also check if it has any vertex groups, and if it does, delete them all.

2. Import a body that resembles the shape of your armor and delete it's bones. If it's in two pieces, combine them so they are one object using Ctrl+J.

3. Select all the pieces of the armor, then select the body so it is the highlighted object.

4. Go to Object->Scripts->Bone Weight Copy then select Quality 3 and hit OK.

5. Grab yourself a drink and a snack and wait a while until it finishes.

6. Import a skeleton like I listed in the other steps.

7. Delete the body you used the Bone Weight Copy for if it is no longer required as it will ramp up export times.

8. Export as I listed above.

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Well, it should have already been rigged if you went and combined them from their .nif format. It probably wasn't if you exported them as an .obj for reasons already listed. I'll post some instructions for an easy to do Bone Weight Copy that won't be entirely perfect. This all can be circumvented if you use the actual .nif files you were originally trying to combine as they probably have their rigging still.. Probably. Otherwise here are these steps.

1. Import the armor, delete the bones like usual. Also check if it has any vertex groups, and if it does, delete them all.

2. Import a body that resembles the shape of your armor and delete it's bones. If it's in two pieces, combine them so they are one object using Ctrl+J.

3. Select all the pieces of the armor, then select the body so it is the highlighted object.

4. Go to Object->Scripts->Bone Weight Copy then select Quality 3 and hit OK.

5. Grab yourself a drink and a snack and wait a while until it finishes.

6. Import a skeleton like I listed in the other steps.

7. Delete the body you used the Bone Weight Copy for if it is no longer required as it will ramp up export times.

8. Export as I listed above.

I would just like to tell you i love you... Thank you so much, it works now :)

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