somuchmonsters Posted December 9, 2011 Author Share Posted December 9, 2011 Hey aoikun: activate the subobject mode and near the top there will be a dialog that says Select: then a check box below that says vertices. once you turn that on you can manually change the weights either by painting them or by typing in numbers. Envelopes are a pretty crummy way to weight a low poly model. Edit the verts! =) Link to comment Share on other sites More sharing options...
nevenbridge81 Posted December 10, 2011 Share Posted December 10, 2011 (edited) Hi, i have this problem  http://img714.imageshack.us/img714/8914/66343146.jpg Mesh in nifscopehttp://img844.imageshack.us/img844/6628/80492352.jpg i am using blender. In nifscope i tried any combination of spells, normalization and update but after countless hours i cannot solve this problemEvery tip is appreciated :D thx Edited December 10, 2011 by nevenbridge81 Link to comment Share on other sites More sharing options...
throttlekitty Posted December 10, 2011 Share Posted December 10, 2011 Hi, i have this problem -image snip-Â i am using blender. In nifscope i tried any combination of spells, normalization and update but after countless hours i cannot solve this problemEvery tip is appreciated :D thxDepends on what you did in Blender, the skinning is borked. Looks like you're modifying some existing armor? If that's the case, I'd guess that you edited the shape that introduced/removed vertices, but didn't update the skinning before exporting again. Link to comment Share on other sites More sharing options...
nevenbridge81 Posted December 10, 2011 Share Posted December 10, 2011 i modified an existing mesh. I think the problem is about vertices becouse in ingame wireframe i can see em all messed up. About the skinning are you speaking about the uv map? i am a newbie in 3d editing http://img412.imageshack.us/img412/4691/37701591.jpg Link to comment Share on other sites More sharing options...
AlteredRealitii Posted December 10, 2011 Share Posted December 10, 2011 I'm having problems with the mesh not being changed to the custom one in game. I followed the tut exactly even with the same helmet and I can't seem to get anything but the original helmet to show up. I'm sure it's probably something very simple that I'm overlooking....nonetheless, the custom helmet does not show. Link to comment Share on other sites More sharing options...
throttlekitty Posted December 10, 2011 Share Posted December 10, 2011 i modified an existing mesh. I think the problem is about vertices becouse in ingame wireframe i can see em all messed up. About the skinning are you speaking about the uv map? i am a newbie in 3d editingBy skinning i mean the per-vertex bone weights that bind them to the characters' bones for animation.Perhaps someone knows of a better resource, but this came up in a google search. Link to comment Share on other sites More sharing options...
nevenbridge81 Posted December 10, 2011 Share Posted December 10, 2011 Thank you for helping me. Weight painting myself the model makes it become invisible ingame while i have other problems copying these information from a vanilla nif file (Nif scripts give me errors while importing skyrim nifs. Maybe its not up to date). Can i copy these weights information inside Nifscope? Link to comment Share on other sites More sharing options...
throttlekitty Posted December 10, 2011 Share Posted December 10, 2011 Not if you've altered the vertex index: added/removed any, or any operations that would make them appear in a different order. Link to comment Share on other sites More sharing options...
nevenbridge81 Posted December 10, 2011 Share Posted December 10, 2011 Another question, exporting and importing model with OBJ files make the models lose these weight infos? In this case the only thing i can do is to make the nif script blender importer works, right? Link to comment Share on other sites More sharing options...
Ghogiel Posted December 10, 2011 Share Posted December 10, 2011 you can change the nif version itself into a F3 nif version, delete anything in it skyrim specific (basically the BSLightingShaderProperty) and it'll import into blender. Link to comment Share on other sites More sharing options...
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