goblinhero Posted December 18, 2011 Share Posted December 18, 2011 (edited) Also, this is somewhat unrelated, but how possible would it be to make an NPC skeletal modification mod like the one available for Oblivion in Skyrim? http://www.tesnexus.com/downloads/file.php?id=29853probably possible. Excellent. :) Though ideally it'd be great if there was something like this for PCs, I'd settle for getting it to work on NPCs. It'd save mesh creators from having to create individual meshes for every individual body type. Just having a few variations in the body types of NPCs would make Skyrim and its mods seem so much more immersive and (buzzword alert!) realistic. Hopefully TheTalkieToaster is still around in the modding community to offer tips or assistance. Edited December 18, 2011 by goblinhero Link to comment Share on other sites More sharing options...
Ghogiel Posted December 18, 2011 Share Posted December 18, 2011 I think he is about, he doesn't like the nexus much though. Even so the concept of how it works is rather quite simple though. Which is the beauty of it. Link to comment Share on other sites More sharing options...
goblinhero Posted December 18, 2011 Share Posted December 18, 2011 (edited) I think he is about, he doesn't like the nexus much though. Even so the concept of how it works is rather quite simple though. Which is the beauty of it. That's very true. It's ingenous, really. Apparently his mod could even be used to alter the player skeleton, through some crafty manipulation of the animations. Once the Skyrim tool set comes out the concept should be made even simpler. Do we know if the skeletons in Skyrim operate similarly to the skeletons in Oblivion? Altering skeletons just seems like it'd be so much less tedious than meshing out an entire body, as enjoyable as meshing can sometimes be. Either way, I PM'ed him through Youtube. Edited December 18, 2011 by goblinhero Link to comment Share on other sites More sharing options...
PrometheusTS Posted December 18, 2011 Share Posted December 18, 2011 It's very hard to troubleshoot with nothing to go on, there's many ways to craft a .nif that doesn't work.Either go back through the tutorial and see what you skipped, compare your nif to a similar and working one, or post your nif for someone to look at. Option number 2 will help you the most, so you can avoid the same mistakes in the future. You whine about this "nif crap stuff" often, that kind of attitude isn't very helpful.Yeh you are right sorry for the whining but I am getting stressed at working on something and then not seeing it ingame :( ... I sent you a file I hope you can check ...thankyou... Link to comment Share on other sites More sharing options...
throttlekitty Posted December 18, 2011 Share Posted December 18, 2011 Yeh you are right sorry for the whining but I am getting stressed at working on something and then not seeing it ingame :( ... I sent you a file I hope you can check ...thankyou...I know it can be frustrating, but remember that we're working in new territory without the proper tools. I spent a while with your file, I'm not 100% positive, but I think the issue is with the skinning for the metal torso+arm+legs TriShape. I tried 3 tests, deleting all but one shape each time, and each worked- but all together, I also get the red !. But the skin weights on the torso piece looked wrong, no triangles flying offscreen, but it was warped and animated incorrectly. So double-check your skin weights, I don't have max, so I can't check your scene file. The shapes don't have normals, binormals and tangents. For each shape, you'll need to right click, do Mesh>Face Normals, then Mesh>Update Tangent Space. But when I did that, the game froze and I actually had to use task manager to kill Skyrim. Not sure what to think about that, but it's probably a compound issue. Minor issue, you left some MaterialProperties left over after attaching the ShaderProperties that should be deleted. Link to comment Share on other sites More sharing options...
Ghogiel Posted December 18, 2011 Share Posted December 18, 2011 (edited) The shapes don't have normals, binormals and tangents. For each shape, you'll need to right click, do Mesh>Face Normals, then Mesh>Update Tangent Space. But when I did that, the game froze and I actually had to use task manager to kill Skyrim. Not sure what to think about that, but it's probably a compound issue. I mentioned this to him. I checked his files, and I checked his export settings, And I can actually get it export correctly with tangent space on my end and had no idea how he managed to have that normal issue. None of that need to face normals or anything. Just change the normals flag and update TS and it's fine when I exported it. didn't check the rigging on it, I just assumed it was vanilla. But saying that he was working with edit mesh.. and like I have said before, skin doesn't like editable mesh. Edited December 18, 2011 by Ghogiel Link to comment Share on other sites More sharing options...
PrometheusTS Posted December 18, 2011 Share Posted December 18, 2011 I didnt touch the skin modifier , may be it coudl have got corrupted by merging the edit poly over the edit mesh ? eventually do I need to Reskin manually the whole model? Pretty much of a work to make it for 4 different variations of the thing , I hope there is a faster way? shoudl I make it one single object or keep it as 3 is fine ? I was even planning to add a 4rth element with a different texture set but I am not sure if the game allows all that? about the tangents and things like those I am not sure I understand what I shoudl do , is somthing I shoudl do in the 3dsmax or in niftools? as fort the extra materials yes I just deleted in another version I did lately ... thanks a lot for all your kind help ... Link to comment Share on other sites More sharing options...
Ghogiel Posted December 18, 2011 Share Posted December 18, 2011 I didnt touch the skin modifier , may be it coudl have got corrupted by merging the edit poly over the edit mesh ? That should work fine. It's what I do as a standard practice and skin has never gone bonkers for me. eventually do I need to Reskin manually the whole model? Well you'd never have to manually reskin and whole model. In this case, if it's not the exporter acting up and the skin itself is actually at fault, then you'd just use skin utilities to copy the the skin weights over. Or use skin wrap. Link to comment Share on other sites More sharing options...
PrometheusTS Posted December 18, 2011 Share Posted December 18, 2011 I didnt touch the skin modifier , may be it coudl have got corrupted by merging the edit poly over the edit mesh ? That should work fine. It's what I do as a standard practice and skin has never gone bonkers for me. eventually do I need to Reskin manually the whole model? Well you'd never have to manually reskin and whole model. In this case, if it's not the exporter acting up and the skin itself is actually at fault, then you'd just use skin utilities to copy the the skin weights over. Or use skin wrap.can you check the model itself in max that I sent you that shoudl be the latest one shoudl I reskin it? what is skin wrap I dunno that tool? and eventually how do I copy the skin wegths over? one by one? Link to comment Share on other sites More sharing options...
Ghogiel Posted December 18, 2011 Share Posted December 18, 2011 Really dude...can't YOU check that the rigging isn't screwed up? (BTW I checked, it's f***ed..) just google skin wrap or skin utilities . They are max features. I shouldn't need to explain what they are when the documentation on the autodesk website would do a much better job of that... and save me some sanity. Link to comment Share on other sites More sharing options...
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