hammieD Posted September 4, 2011 Share Posted September 4, 2011 So I have been struggling with this issue for more than a year now and have finally decided to post it as a question to the forums. What I am attempting to do is create a symmetrical version of the Narrowed-Shouldered Type 3 Cali body. I throw it into Blender flip the usual normals that are see-through around the feet and then proceed to cut the body in half. This time unlike the countless others I used the snap selection to grid to ensure that all vertices were aligned along the z-axis(yes I used to manually pull all of them...don't judge me). Mirror it with no clipping then proceed to tag all textures to their respective meshes. I then import the skeleton and have it parented correctly to all the parts and export it. Looks fine in Nifskope as always but when I go to look at a random NPC in G.E.C.K. I have the image below to greet me. Nothing is wrong except that exact area; I even run through some animations to see and the leg works fine but the arm keeps that stretched appearance. What am I doing wrong? Link to comment Share on other sites More sharing options...
Phrozin Posted September 4, 2011 Share Posted September 4, 2011 Try opening it in Blender and deleting 'Camera3rd' from the vertex groups. For me, it tends to grab things around that area. Link to comment Share on other sites More sharing options...
hammieD Posted September 8, 2011 Author Share Posted September 8, 2011 Thanks for posting Phrozin, but I looked at the vertex groups and there is no 'Camera3rd' there. Link to comment Share on other sites More sharing options...
Ruadhan2300 Posted September 26, 2011 Share Posted September 26, 2011 more likely part of your mesh is bound to the wrong part of the skeleton. Link to comment Share on other sites More sharing options...
Nimboss Posted September 30, 2011 Share Posted September 30, 2011 hammieD,Some time ago I examined the vanilla bodies (mesh) and there is a difference how left and right shoulder skeleton is set up. If I recall correct the right side (the gun hand side) of the shoulder have shoulder and shoulder "help" bone in the same xyz coordinate. But left side has them a bit separated as someone would assume a correct setup should be done. Got me puzzled into the reason for that, however...If you mirrored the weight paint, this difference in bone position would cause this strange looking for the mesh I think? Edit: Taking another look it seems too big to be just that little bone but it can still be worth to check out what weight paint values that left shoulder uses. Link to comment Share on other sites More sharing options...
hammieD Posted January 27, 2012 Author Share Posted January 27, 2012 Late response I know, but better than never responding. Thank you Nimboss; I will try your recommendation and post with the result. Link to comment Share on other sites More sharing options...
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