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Making Headgear; Workflow?


Plyem

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I'm working on making some new masks/ / headgear / goggles for the game. I know it's not going to be identical to making weapons so I am interested in reading about other's workflow or what I need to do specifically for clothing.

 

Additionally, I have some other questions: How does the custom mesh deal with the variable head shapes and sizes? Is there special properties I have to add to deal with that? When I import official glasses it seems to come with giant diamonds that indicate something. Where the head is supposed to be, maybe? Also, how do others ensure that the headgear fits the head? I as aiming to have straps on the back of the goggles that wrap around the head, and have imported a base_head model, but it is also missing the back of the skull, so it is a bit difficult to use that as a reference.

 

Any know the answers to these questions, know somebody I can ask, or know of any workflow guides or discussion on this topic?

 

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  • 2 weeks later...

So, finally got it working....kind of. The above tutorial pretty much sums it up.

 

Open outfit studio.

New project.

Select Data\Meshes\actors\characterassets\Base(Male/Female)Head.nif (not face bones! This results in awfulness).

Shape\Import From OBJ

Select your object.

Transfer bone weights.

Set material in properties.

Export nif (no reference)

 

This actually seems to work. It doesn't conform to the facial animations though. I'd like to get that working if anyone has any ideas on that...

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Oh, yes, certainly. I agree. The issue I am running into now is that when you pull in the Base(Male/Female)Head_FaceBones and weight to that using OutfitStudio, when it imports in the game it no longer moves with the head, instead part of it seems to move with the body, part stretches oddly and when you crouch it hangs out above the head. Its strange, a bit amusing, but strange. So clearly I'm missing a step or five somewhere....

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