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Model Stretching on Bone Weights


Natterforme

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I have made several models for new sets of clothes, but am running into some problems. I use the bone weight copy feature from Blender on the new model with a prefered body mesh(in this case HGEC). The new clothes have a cloak and a collar, as well as a belt that has ordaments that run along all the sides of the waist. It looks fine in Nifscope, but whenever I test the new clothes in Oblivion the collar, belt, and cloak all stretch unnaturally when my character walks. The collar stretches to cover the whole shoulders and look more like football shoulder pads. The belt ordaments stretch along the middle, almost like the middle ordament is weighted to be half on one leg and half on the other, causing it to look much bigger and triangle shaped.

 

I know the problem has to do with bone weights. Can someone point me towards a guide that will give proper bone weighing instructions for clothes so that the clothing mesh you make doesnt deform to the body, but instead looks like you intended in your 3D modeling program?

 

Thanks in advance! :biggrin:

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Make sure you backup your work before trying this.

 

Try deleting all the bones in Blender then importing a full body mesh with working bone structure but on the import screen choose to only import the bones. Make sure the imported bone structure is named "scene root".

Edited by MShoap13
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It's a while that I used bone weight copy. But can't you try to weight paint copy the applications only, not the whole outfit at once?

 

There are multi-part outfits in Saaya's collection, and I know he has used BWC. So maybe there is something about that in his BBB Armor weighting tutorial.

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Make sure you backup your work before trying this.

 

Try deleting all the bones in Blender then importing a full body mesh with working bone structure but on the import screen choose to only import the bones. Make sure the imported bone structure is named "scene root".

 

I always do this whenever I export my clothing/armor mesh anyway. But the problem still occurs anyway :unsure: .

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The next thing I would try is opening up your mesh in NifSkope and going through your objects one by one removing unnecessary bones from them.

 

i.e.: If you had a small pouch on your characters right thigh, make it so the only bone that object lists under NiSkinInstance is "bip01 R Thigh".

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