PrometheusTS Posted December 13, 2011 Share Posted December 13, 2011 (edited) I did a simple test , imported fine clotes mesh for _1 and exportd over the mesh _1 of mythic dawn I was wearing .... I don't even get to see it couse the game crashes .. .why? another experiment imported mythic dawn robe .... not touched anything just reexported .... this is the result ... http://img830.imageshack.us/img830/8932/20558132.jpg Edited December 13, 2011 by PROMETHEUS_ts Link to comment Share on other sites More sharing options...
Edmond Dantes Posted December 13, 2011 Share Posted December 13, 2011 Hi again, so the tutorial have been invaluable to getting meshes in-game. There are still a few things I'd like to understand and I hope some of you more experienced modders might be able to help me understand. How exactly does the body morph work? In Oblivion and Fallout, the only meshes that actually morph are headwear so that they may conform with the shape of the head. Morphing was done using tri files (and egm I think). I haven't seen any tri files or the like for armors, so how are they changing? In Nifskope, I don't see any unusual nodes or branches that may indicate a special morphing function. The reason I ask is because I'd like to know if I should make a completely custom armor, is there any special properties to be added to allow the morph. I suppose I can just do 2 version, a _0 version and a _1 version, and to hell with morphs in between, but if I wanted to have smooth morph between weight settings, would I need to do anything special with the custom mesh? Hopefully someone can help me understand better. Thanks beforehand. Link to comment Share on other sites More sharing options...
Ghogiel Posted December 13, 2011 Share Posted December 13, 2011 nothing special to get the body morphing to work. But it is a morph: the vertex number order needs to exactly the same between the 2 morph shapes. Link to comment Share on other sites More sharing options...
PrometheusTS Posted December 13, 2011 Share Posted December 13, 2011 means? Link to comment Share on other sites More sharing options...
Ghogiel Posted December 13, 2011 Share Posted December 13, 2011 (edited) It means if you want your outfit to interpolate between the different morph states, don't do anything to one of the morph shapes that would rerorder vertex number index. Edited December 13, 2011 by Ghogiel Link to comment Share on other sites More sharing options...
PrometheusTS Posted December 13, 2011 Share Posted December 13, 2011 yeh but what if I have to cut out pieces and if I have to add new stuff? Link to comment Share on other sites More sharing options...
Ghogiel Posted December 13, 2011 Share Posted December 13, 2011 yeh but what if I have to cut out pieces and if I have to add new stuff?It could crash, morph not work at all, or because of a mismatched vertex order the morph would work but not how you would like. solution is to make mesh edits then make the morph. Link to comment Share on other sites More sharing options...
Vannus Posted December 13, 2011 Author Share Posted December 13, 2011 Big Kudos to you Vannus, this worked perfectly. thanks! Going to make some uber meshes now lolThanks! Always appreciate any Kudos. Also, a big thanks goes to Ghogiel for continually providing such helpful comments for everyone. I did a simple test , imported fine clotes mesh for _1 and exportd over the mesh _1 of mythic dawn I was wearing .... I don't even get to see it couse the game crashes .. .why? another experiment imported mythic dawn robe .... not touched anything just reexported .... this is the result ... http://img830.imageshack.us/img830/8932/20558132.jpgNot sure what you're trying to accomplish here. The whole reason for my tutorial was to explain what you need to do in addition to this to make it work. As for your morph questions, I'll quote an earlier post I made in this thread:... each mesh (for armour or bodies, anyway) have two files: a x_0 and a x_1. The x_0 is the smallest size on the body weight scale (skinny/slim), and x_1 is the highest (muscular). In order for Skyrim to morph between these for values other than the min and max, the models must match exactly in terms of vertex count and order. This is where everything (at least for me) is tricky. One cannot just expect to make modifications to one of them, and then try and replicate those modifications to the other. Everything must be done from the mesh with the same vertices. So, if you're changing the actual vertices of a mesh, you'll then have to use that same mesh for changing it to the different size, without adding or deleting vertices—doing so will break the morphs.So, you must first make/edit your mesh for one body weight, then once you're no longer going to add or remove vertices you then use that same mesh and resize it to the other body weight scale. It's a tedious business, and the main reason I haven't done any body meshing myself yet! Link to comment Share on other sites More sharing options...
jimhsu Posted December 13, 2011 Share Posted December 13, 2011 Is collapsing Edit Poly modifiers a stable operation? In other words, does collapsing different edits of the Edit Poly modifier - assuming no vertex additions/removal - preserve the vertex order? Link to comment Share on other sites More sharing options...
Vannus Posted December 13, 2011 Author Share Posted December 13, 2011 Is collapsing Edit Poly modifiers a stable operation? In other words, does collapsing different edits of the Edit Poly modifier - assuming no vertex additions/removal - preserve the vertex order?Not sure 100%, but I'd assume so, yes. It should be fine. If not, I've had no issue leaving loads of Edit Poly modifiers in the stack upon export. Link to comment Share on other sites More sharing options...
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