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Ingame mesh invisible, looks fine in CK though.


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Greetings,

 

I'm having this very annoying problem which I hope someone can shed some light on.

 

I am trying to make a wearable mesh of the female head mesh, so I can make various things from it (collars, full masks and so on). However, depending on which armor slot I change, the mesh will either be fully invisible or partially invisible.

 

 

 

http://i.imgur.com/vtU4Wvc.png

 

 

I noticed the mesh is only partially visible when placed in the FaceGen slot. Though when placed in FaceGen slot, the neck is then invisible. What I'm ultimately trying to accomplish is to make it take the NECK slot, but to have the full mesh visible (neck and head).

 

If I try to place the mesh ontop of an outfit in Outfit Studio, the mesh stretches out like crazy. I tried placing the mesh onto another mesh that goes around the neck, but that didn't help either. The mesh will simply not show up.

 

So questions are the following :

 

-How can I turn it visible? There is definitely something in the mesh itself that is causing it to appear only in a certain slot

-How do I place it onto an outfit without it stretching in all directions?

-Why is the mesh turned upside down whenever I manually paint bone weights on it in Outfit Studio?

-Do I need to use skeleton rigging to make this work properly?

 

I tried the Nexus Wiki guide on Invisible meshes, but didn't help. I also googled to the end of the Earth searching for a solution, but didn't find any. So here I am... with my back to the wall and nowhere left to go. If anyone can offer some help, it'd be much appreciated.

 

*If any experienced Nifskope user wants to check out the mesh personally, I left it at : https://drive.google.com/file/d/0B2zhs7fBNA-EMWdhMnR1V1Zld3M/view?usp=sharing

Edited by crimsomrider
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* As I wrote down on the Wiki, that happened to me when the mesh had bones with zero weights. And it isconsistently happening when the meshes have those extra bones, and the meshes become visible after removing them. I haven't had any other causes for invivible meshes.

 

* If you want it to keep its form, rig it only to one bone, for example, if you want it to follow the head, then paint all the mesh with a weight of 1.0 (100%) for the head bone and delete the rest of bones (vertex groups in Blender). The stretch is due to different bones moving in different directions and parts of the mesh following the movement of one of the bones and other parts of the mesh following the other bones.

 

* I don't know much about Outfit Studio

 

* I dont understand what you mean by "skeleton rigging". You, of course, need to attach a skeleton to the mesh before exporting it from Blender. The tutorial on the Nexus Wiki explains how to do that, but if you have any further question, feel free to ask

 

;)

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