Crosstieger Posted June 27, 2016 Share Posted June 27, 2016 So I just started a new character using the Dovahmer race mod. But because that mod has a crap load of issues, I tried fixing them by basically creating my own custom race. The main problem however is, that the arm / hand models that this mod is using are (to large?) and will completely spazz out in animations. I tried to fix this by "adjusting" the nif file with nifscope but that didn't really work out as the proportion of the body parts is just too big to begin with. For example, the fingers are 2 times as big as regular. http://tm-kirsche.square7.ch/skyrim/20160627224142_1.jpghttp://tm-kirsche.square7.ch/skyrim/nifscope2.JPG Green: The NiNodeRed: Where it should be So I need some help to fix the hand model and by help I mean someone who does it for me :D. I know this sounds stupid and not really original, but I'm just a hopeless case when it comes to 3d modeling as probably hundred other people. :sad: I was playing around with Blender some time ago but I never really understood it. About permission: The author of "Dovahmer Race" seems to not support the mod anymore but that doesn't matter, since the arm and leg models are a modders resource from a different site. And that author gives full permission to everyone. Permissions: reuse allowed and encouraged, but please give credit. Google "Monster Dragon Armor" Thanks in advanced. Link to comment Share on other sites More sharing options...
Govilku Posted June 27, 2016 Share Posted June 27, 2016 99.9% of the time this type of problem leads to an incorrectly rigged model. Their is an invisible skeleton for every character model which tells the game how to model will bend and deform. I havn't gotten in to this area of modding so I can just tell you that tutorials on this are everywhere. Also 1st person hand models are unique models apart from the 3rd person character. You can just get the CK to point to a default hand model that the game uses. Check through the FormList in the ck and type "parts" or something. These are just a few ideas I would have to fix your mod. Link to comment Share on other sites More sharing options...
Crosstieger Posted June 28, 2016 Author Share Posted June 28, 2016 99.9% of the time this type of problem leads to an incorrectly rigged model. Their is an invisible skeleton for every character model which tells the game how to model will bend and deform. I havn't gotten in to this area of modding so I can just tell you that tutorials on this are everywhere. Also 1st person hand models are unique models apart from the 3rd person character. You can just get the CK to point to a default hand model that the game uses. Check through the FormList in the ck and type "parts" or something. These are just a few ideas I would have to fix your mod. I know that there is a skeleton that is responsible for animation and so on. And basically that's my problem, that the model doesn't fit the skeleton. I just don't quite understand what you are trying to tell me... Why would I want to point to a default hand model?! I don't want to use a vanilla hand model? I want to use mine! Link to comment Share on other sites More sharing options...
Crosstieger Posted June 28, 2016 Author Share Posted June 28, 2016 Small success! I managed to resize the mesh so that it would fit the skeleton somewhat... but it's still glitchy :sad: http://tm-kirsche.square7.ch/skyrim/20160628213116_1.jpghttp://tm-kirsche.square7.ch/skyrim/20160628213141_1.jpghttp://tm-kirsche.square7.ch/skyrim/20160628213151_1.jpghttp://tm-kirsche.square7.ch/skyrim/nifscope3.JPG If someone has a bit more free time than me, maybe you could give it a try? Here's the nif file. Sorry, not permitted to upload this kind of file to the nexus... mimimimi PS: This took me like 3 hours.... Link to comment Share on other sites More sharing options...
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