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(Video Tutorial) How to get Skinned Meshes into game


somuchmonsters

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Do you have any videos for editing meshes by deleting certain parts? To give you an idea, what I want to do is take the hood the priests wear and cut off the hood part leaving only the scarf. However from there I'm having difficulty continuing as the mesh has gaping holes in it. I did manage to plug those holes by connecting vertices and then get the model into the game but I could tell there were still several polygons missing. I just don't know what to do and this all seems very complex to a beginner like myself.
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This seems like a great tool, but I've been running into a few problems.

 

It's likely the same thing as posted by TheLordofWar, which I wasn't sure if it was resolved or not. I have the mesh created, use the plugin as shown in the tutorial and exported the mesh (not making any adjustments to the mesh once I've used the morpher), but the geometry is doing similar things as the screenshot posted by TheLordofWar when seen in game.

 

I thought it was a weighting issue, as it looks like some of the weights on the skinning are off, but when I go check the actual vert/envelope weights, they all appear to be in order. It's as though something is lost between the export and running in game.

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Hey folks,

 

I'm at it again, this time starting from scratch and modeling a complete new mesh.

 

I'm still having trouble getting the normals to show up properly:

 

http://i1090.photobucket.com/albums/i373/Davis237834/newarmor.jpg

 

the further away from the mesh you are, the more transparent it gets.

 

also in game the mesh doesn't show up at all...

 

http://i1090.photobucket.com/albums/i373/Davis237834/2012-03-04_00002.jpg

 

any thoughts would be appreciated!

2 unrelated issues. that nifskope rendering bug, if it is the thing I am thinking of, is something I have seen twice and heard of one other time in a hundreds of exported skinned nifs. You can fix it through killing the rigging exporting an obj. making a fresh scene, reseting xform then using skin utilities to get some skin back. It's very odd thing to see, and only happens with skinned meshes in the 2 times I have encountered it, and the one other I have heard about.

 

The other issue of it not showing up in game is too vague to pin down with the information you provided, but I reckon it is unrelated to that other error< which will not affect the mesh in game and only shows up in nifskope.

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  • 2 weeks later...

HI there and thanks for your great script :)

 

I have a strange issue anyway :) same as in this post : http://forums.nexusmods.com/index.php?/topic/580212-somuchmorpher-plugon-3ds-max/

So my problem is that when i morph mesh into heavy it gets thinner ... sometimes for no reason it work and most of the time not, and i'm having trouble making all part of the armor .

 

Any idea ? maybe something is written here that i missed ?

 

thanks anyway ! :)

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@Davis237834

 

Check whether you've set the BSDismemberBodyPartType value to 32 in Partitions under BSDismemberSkinInstance.

 

 

Yeah i set that, i must have watched the video over a dozzen times, following each time, the mesh dosent seem to want to work with the game...

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I have the files and it's not any of those things, technically the nif I got only needed minor things done, correct shader flags for skinned meshes would likely be the culprit of the invisible in game issue. Or the body part partitions needing to be reset to appropriate numbers that skyrim uses.

 

Though I will want to touch on this issue.

 

http://i1090.photobucket.com/albums/i373/Davis237834/newarmor.jpg

 

If you have weird areas of the mesh that bleed through to the front of the mesh in nifskope, this actually carries on into game BTW. It is caused becuase you have managed to assign more than 4 bone weights per vertex, the bits of the mesh that do this weird transparency thing are actually attached to those verts, so you know roughly where to look for those verts to kill it, I used the weight table and shift R-clicked the bone weight that that verts was skinned to. I am glad it shows up in nifskope because if it would only happen in game then it would take a lot longer to go in and out to fix it.

 

In game another artefact might show up as well, a strange floating shadow might appear on the mesh, it's just a shadow, might be any kind of shape, it is not static on the meshes surface, but as you turn the character the shadow will scroll across the surface of the mesh.

 

Here is another pic I made of the error in the CK model viewer http://i25.photobucket.com/albums/c85/lego-botz/other/InfrantrySkinerror.jpg

 

no the mesh it self is not clipping. it's the thing sorts and renders itself oddly. I fixed it by simply changing vertex weights in skin. And it is without a doubt caused by having more than 4 bone weights per vertex. And solved by reducing those affected verts to 4 or less bone weights.

 

( Tip: much like the GECK, rclick on a nif> open with creation kit to quickly view your meshes instead of going in to load the CK and plugins etc just to check the thing is going to render properly, more rapid iteration etc. saves time )

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  • 2 weeks later...

I'm trying to do this all manually with custom body mesh instead of armor. The reason I'm doing this by hand is because I'm using a custom skeleton I built from scratch, which I don't know how to make compatible with this tool. I made the two extremes and they worked just fine in the CK and in the character creation menu in-game, but anywhere in between looks absolutely... freaky. It still has the basic shape in between the light and heavy extremes, but the vertices seem to switch places from one extreme to the other. The result is this: http://i.imgur.com/dyyJk.jpg

 

The weird thing is that I know both the meshes have the same number of vertices - 1363 for each - but I still get this problem.

There was a problem I was having in 3DS Max when I tried to copy the skin modifier from the initial mesh to my new, thinner mesh where some vertices weren't anchored right so I had to manually fix them, so I think that might be the cause of the problem.

 

It also might be worth noting that I don't have a BSDismemberSkinInstance set up at all. The only modifier I have is a regular skin modifier.

 

What am I doing wrong?

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