PrometheusTS Posted January 27, 2012 Share Posted January 27, 2012 Btw any wayto enable wireframe in game only for chars? Yes PROMETHEUS_ts type twf in the console .I know this because i have already done that to mine because im suffering a similar issue that ive pinpointed to the witcher geralts head. And like you i thought i may be a stray vertex BUT no:(mine seems to directly follow the player viewpoint and casts shadows across parts of the model you can see the shadow line coming from his head both out doors and inside, i cant seem to figure this one out ? ive been thincking its the alpha on the hair but not sure.http://i44.tinypic.com/k9fgaq.png oh i dont use skinwrap modifier i have a shortcut . select the skyrim model your going to use to grab skin info from, and then editable mesh \ vertex mode. Press ctrl+A to select all vertex's and use attach to attatch it to your custom model then press delete and your left with only your custom model but with all skin data applied. I dis solve by just fixing the envelopes pointing to vertices that seemed color rigged but where not so I just removed ... Normally it shoulnt be an issue but for the beth game seems it is.... Link to comment Share on other sites More sharing options...
PrometheusTS Posted January 27, 2012 Share Posted January 27, 2012 Is there a way to delete polygons on a _1 model , preserve theskinning and delete the same polygons by the _0 and preserve the morphing as well? Link to comment Share on other sites More sharing options...
jojjo Posted January 28, 2012 Share Posted January 28, 2012 Hi, company and thanks for this thread!I have the next problem - when all the meshes (body, gloves, boots...) are exported to nif and working ingame (BSDismemberSkinInstance and BSLightingShaderProperty are set) when I try to use NiTriShape - Texture - Edit UV it says "Could not load texture data for UV editor." Import and export options are as instructed. It was working before the Nifskope update and it was very useful to fix details like making seamles chainmail on the body. Could it be fixed? Cheers, company! :thumbsup: Link to comment Share on other sites More sharing options...
Ghogiel Posted January 28, 2012 Share Posted January 28, 2012 Is there a way to delete polygons on a _1 model , preserve theskinning and delete the same polygons by the _0 and preserve the morphing as well?Yes. try this The easiest way to get your morphs right is this: 1. Open vanilla mesh_0.nif 2. Delete BSDismemberSkin Modifier 3. Add new modifier "Edit Poly" and drag it below Skin and above Editable Mesh 4. Make all your changes on Edit Poly - you can delete polys and/or push/pull 5. Make new BSDismemberSkin Modifier 6. Export modified mesh_0.nif 7. Import/merge vanilla mesh_1.nif 8. Copy Edit Poly from mesh_0 and paste it to mesh_1 9. On mesh_0, add new modifier "Morpher" and drag it below Skin and above Edit Poly. 10. In Channel Parameters click "Pick Object from Scene" and select mesh_1 11. In Channel List set the top setting from 0.0 to 100 11. Make new BSDismemberSkin Modifier for the mesh_0 12. Export modified mesh_0 and save it as mesh_1.nifYou now have 2 meshes that are identical in vert order but one is small and one is large. DO NOT FORGET to DELETE the morpher in nifskope on the mesh_1 or it won't work. Follow the tutorial for cleaning up the mesh in nifskope. I've tried all the other methods in this thread but I could never get them right so I did this instead and it's been working as long as both meshes are the 0 & 1 from the same vanilla file. Link to comment Share on other sites More sharing options...
PrometheusTS Posted January 28, 2012 Share Posted January 28, 2012 Is there a way to delete polygons on a _1 model , preserve theskinning and delete the same polygons by the _0 and preserve the morphing as well?Yes. try this The easiest way to get your morphs right is this: 1. Open vanilla mesh_0.nif 2. Delete BSDismemberSkin Modifier 3. Add new modifier "Edit Poly" and drag it below Skin and above Editable Mesh 4. Make all your changes on Edit Poly - you can delete polys and/or push/pull 5. Make new BSDismemberSkin Modifier 6. Export modified mesh_0.nif 7. Import/merge vanilla mesh_1.nif 8. Copy Edit Poly from mesh_0 and paste it to mesh_1 9. On mesh_0, add new modifier "Morpher" and drag it below Skin and above Edit Poly. 10. In Channel Parameters click "Pick Object from Scene" and select mesh_1 11. In Channel List set the top setting from 0.0 to 100 11. Make new BSDismemberSkin Modifier for the mesh_0 12. Export modified mesh_0 and save it as mesh_1.nifYou now have 2 meshes that are identical in vert order but one is small and one is large. DO NOT FORGET to DELETE the morpher in nifskope on the mesh_1 or it won't work. Follow the tutorial for cleaning up the mesh in nifskope. I've tried all the other methods in this thread but I could never get them right so I did this instead and it's been working as long as both meshes are the 0 & 1 from the same vanilla file.Ok I 'll try that ... I actually tried also to mimicize the same exact operations and check all the vertexs of the names , I dunno why but even if the vertex are getting the same numeric sequence the morphs get messed up ... Do you have any other easier solution for the weird shadowings? Link to comment Share on other sites More sharing options...
DizzasterJuice Posted January 28, 2012 Share Posted January 28, 2012 Making all of your changes on an edit poly modifier makes it easy to copy and paste your exact changes from the mesh_0 to the mesh_1 and sometimes you can just make the dismember and export the mesh_1 like that, but if that doesn't work you have a few more steps to morph the mesh_0 to the mesh_1. Link to comment Share on other sites More sharing options...
PrometheusTS Posted January 28, 2012 Share Posted January 28, 2012 I am having problems with those damn little shadows , I got how to eliminated them but it's a mess to find on some models , for example the bra I did for the model now seems to project some weird shadows I reskinned even it all manually but I got no clue from where are coming ... plus , another weird thing is When I crouch the character if I am far I can see throught the ass back the inside slips ( the slips are a full geometric element without capped parts ) if I get closer the see thorught disappears ... what can be due to this? Link to comment Share on other sites More sharing options...
PrometheusTS Posted January 30, 2012 Share Posted January 30, 2012 hI ALL i AM HAVING ANOther very weird issue ... I imported a model from beth cutted out parts exported as _1 nif file after rerigging etc ... all works fine , so I move some vertices with soft selection and lattice , save as _0 export and doesnt work fine the morphs are all messed up even if the vertices are the same number , order and I didnt actually change nothing in the mesh .... what that can be caused from? I tried everything , using lattices , not usiicn collapsing the stacks not collapsing , moving just one vertices or many , soft selection or not ... whatever ends up in messed morphs the only way to make work is to use the same model ... why that????? Link to comment Share on other sites More sharing options...
PrometheusTS Posted January 30, 2012 Share Posted January 30, 2012 To solve the weird shadow issue : set the nmber of affected bones from default 20 to 4 in the skin dvanced parameters , then remove zero vertices setting an appropiate number ... seems the game engine collects those 0.0 something weights and doesn't know how to place so create those weird shadows .... Now to solve my problem I really need help here couse I am fightig with this since two days and I am stuck , seems the morphing for me are not working anymore on some items , wich means I am blocked and I can't produce anything anymore .... I am releasing this Female mod where you can see the problem .... I have uploaded the female version that I kept away for a while just because I couln't be able to solve the morphing , I have no idea why I orked so far fine all the morphs on males and female bodies , but on those ones they are not working at all even if the models are the same _1 and _0 , they are edited version of the vanilla ( as is anyway the male version ) I created the _0 simply by renaming the _1 and moving vertices to match the _0 vanilla shape , ( worked for the male and for all other models I did so far ) not with this .... is not working , I spent the whole day messing importing and exporting and I am quite tired to fight with the nif stuff; if the damn game had some decent support by the developers with some proper import export tools I woudl have done 100 times what I did till now and not have wasted so much time andI have not much time to waste actually ..... As the models are done shoudl work , there is no reason why they shoulnt , so I upload them here hoping that someone can take a look and help me figure out what's wrong ... for all the others consider that only at minimum or maximum sliders for the moment the female is working ..... http://skyrim.nexusmods.com/downloads/file.php?id=7354 Link to comment Share on other sites More sharing options...
Edmond Dantes Posted January 31, 2012 Share Posted January 31, 2012 (edited) Hello everyone, I have a bit of a problem that I'm hoping someone can help me with. This is something I only experienced recently because prior to this I usually only do male armors, but anyway, I was using the CBBE female V2 (not the latest version currently available) body as a base for my custom armor. I used both version _0 and _1 of the CBBE body to make the light and heavy version of the armor. When I was done with my modifications I exported my armor and noticed that the _0 and _1 version had a slight difference in file size. I went back to max thinking it was an export setting or perhaps some other error on my part, but after some pretty extensive testing, I discovered that the difference in file size was due to the CBBE body itself. For some reason I can't understand yet, the CBBE body _0 and _1 which started out as having the same file size would no longer come out as a same-sized file despite whatever export setting I use. Typically, the _1 body would be 1-2kb larger than the _0 body despite my not being able to see any physical or structural difference both in Nifskope and 3ds max. This is troublesome because those differences keep me from making my armor morph properly as I change the weight setting. Strangely, this also happens even when I don't do any changes whatsoever to the CBBE mesh. For example, I would import the _0 body, without doing any changes, I instantly export it. I do the same for the _1 body and always I would end up with a _1 body that has a slightly bigger file size than the _0 body even though they started out the same. I'm at a loss here. Can anyone explain why this happens? Is it something to do with the way max export the mesh? Until I can get this resolved, I won't be able to make my armor scalable in-game, so I'm hoping someone can help me out. Thanks in advance Tools used: 3ds max 2011 64 bitMax niftools 3.7.1Nifskope 1.1.0 RC4 Edited January 31, 2012 by Edmond Dantes Link to comment Share on other sites More sharing options...
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