Ghogiel Posted December 20, 2011 Share Posted December 20, 2011 :thumbsup: lol I was fearing for you never getting export to work! Throttlekitty did mention the left over NiMaterialProperty Link to comment Share on other sites More sharing options...
PrometheusTS Posted December 20, 2011 Share Posted December 20, 2011 the external ones yes but there where some inside the nitrishape thing ... anyway that's how looks ingame but , the problem is that the skinnning is completely messed even if I didn't change it it got messed when I cutted parts I guess... http://img16.imageshack.us/img16/919/battlemagearmor.jpg Link to comment Share on other sites More sharing options...
Edmond Dantes Posted December 20, 2011 Share Posted December 20, 2011 (edited) @Prometheus: Does it look that way if you choose the lightest or heaviest weight setting? or is it just when choosing weights in-between? It looks like it may be a problem with the morph interpolation between the version _0 and _1 of your mesh. Edited December 20, 2011 by Edmond Dantes Link to comment Share on other sites More sharing options...
PrometheusTS Posted December 20, 2011 Share Posted December 20, 2011 What do you mean ? I do not understand what you are referencing to ... I exported version _1 male ... Btw I have also done an export for a hat object wich is comprised of to pieces but I had to add some extra bones , I have folowed the same procedure but it doesnt show up it deletes the whoole head , any idea why? Link to comment Share on other sites More sharing options...
Ghogiel Posted December 20, 2011 Share Posted December 20, 2011 2 things: Use a helmet that is set up in a similar way to do the replacer with, as in it shows the hair, ie a circlet. or covers the whole head ie dwarven, and make sure you have set the correct body part partition number that corisponds to that helmet. If you change them to something else that what you see in a vanilla set up you can get odd effects. like the helmet not showing up and getting a bald patch hair do. Link to comment Share on other sites More sharing options...
PrometheusTS Posted December 20, 2011 Share Posted December 20, 2011 (edited) I partially made it appear I changed the bsdismemberment from 32 to 31 and appeared the two elements but one was totally blue glowing and seemed like not attached to skin while the ther worked fine but the head f the player wasn't visible ...I am trying to add some stuff thatuses bones from the skirt and the back and pelvis , may be is that? I can't add stuff that is add ons for the body in general ? I have been able to replace this for an amulet but now I would like to be able to make it craftable and become an endependant item ,since I woudl like to give also a hood , what woudl be better to use it for like a helmet? a circlet or a amulet? I actually tried to use the naakrin mask befoure may be that's why didn't show the head , but may be on a circled woudl work better ... but I look for the possibility to use may be an unused slot? may be a quiver or may be another position? http://img266.imageshack.us/img266/6135/amuletcape.jpg Edited December 20, 2011 by PROMETHEUS_ts Link to comment Share on other sites More sharing options...
Edmond Dantes Posted December 20, 2011 Share Posted December 20, 2011 What do you mean ? I do not understand what you are referencing to ... I exported version _1 male ... Because it is a customized mesh, I assume you also made a _0 version of the mesh? Everything worn on the body has to have a _0 (light body version) and a _1 (heavy body version). If there is mesh inconsistency between the _0 version and _1 version of your mesh (for example: your _0 mesh has different vert numbers or vert order than your _1 mesh, or if one of those mesh has an additional mesh part that the other one doesn't) then it's possible that any weight size between the heaviest and lightest will have problems because the game will try to morph between two very different mesh. Which is why the easiest way to test if this is the problem would be to try setting the weight of your character to either lightest or heaviest (through console, showracemenu) and see if the mesh also gets distorted at the lightest and heaviest setting. If they look fine at those setting, then it's most likely a morph problem. The solution, (at least for me when I had similar problem) would be to load your modified mesh in 3ds max again, export as one version, then make adjustments in the shape, and export it as the second version. It may not be the most elegant solution but it worked for me when I made mesh adjustments to the nightingale armor. I added shoulder plates and made other tweaks to the shape, and it has full working morph between lightest and heaviest setting. Here's a pic http://img38.imageshack.us/img38/6545/tesv2011121701524045.jpg http://img39.imageshack.us/img39/4999/tesv2011121701440653.jpg This, of course is assuming the problem is morph related, if not then maybe it's skinning issue or something else.. Link to comment Share on other sites More sharing options...
simwong Posted December 21, 2011 Share Posted December 21, 2011 thank you so much for the tutorial! Link to comment Share on other sites More sharing options...
PrometheusTS Posted December 22, 2011 Share Posted December 22, 2011 Hi I have done so some capes for the plauyer to use just using the talos amulet andthe cape of nightingale reexported both for _0 and _1 and works fine if not for the inbetween morphs of the player characters that I have been told the mesh goes crazy and goes all around the screen any solution for fixing this kind of problems? Link to comment Share on other sites More sharing options...
Ghogiel Posted December 22, 2011 Share Posted December 22, 2011 a few pages back in this thread I posted some possible work flows to making working morphs... Link to comment Share on other sites More sharing options...
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