ShadowDragyn Posted January 18, 2012 Share Posted January 18, 2012 (edited) I'm trying to export a new outfit from Blender, but I can't get it to export properly.Whenever I try I get this message saying that certain faces are not assigned to a body part and that they've been highlighted. It then selects certain vertices in a localized area of the mesh for me, but they're all properly assigned to bones and weighted.If I simply delete those vertices it will export, but in the GECK the outfit is all black and in-game it's invisible. I followed this tutorial all the way: http://wiki.tesnexus...Fallout._Part_1I'm using all the files listed here: www.fallout3nexus.com/downloads/file.php?id=30 If anyone would be willing to take a look directly, here's the .blend file and texture: http://www.megaupload.com/?d=I347MGR6 Edited January 18, 2012 by Shadow_Dragyn Link to comment Share on other sites More sharing options...
Quetzlsacatanango Posted January 18, 2012 Share Posted January 18, 2012 It didn't say they were unweighted, it said they weren't assigned to a body part. Look in the vertex group menu, you should see some that start with BP_, like BP_HEAD, BP_TORSO, etc. Choose the appropriate one and click assign. Then try exporting again. Link to comment Share on other sites More sharing options...
ShadowDragyn Posted January 18, 2012 Author Share Posted January 18, 2012 (edited) It didn't say they were unweighted, it said they weren't assigned to a body part. Look in the vertex group menu, you should see some that start with BP_, like BP_HEAD, BP_TORSO, etc. Choose the appropriate one and click assign. Then try exporting again.I'm having a problem with that. I imported the full skeleton.nif, but the only BP_ parts available to the area are TORSO and RIGHTLEG, and the messed up area is a satchel on the left thigh. Also, no other area of the outfit except the outer jacket and exposed skin areas have a single one of those. And when I tried selecting New to perhaps add them to the list, Blender crashed. Edited January 18, 2012 by Shadow_Dragyn Link to comment Share on other sites More sharing options...
Quetzlsacatanango Posted January 18, 2012 Share Posted January 18, 2012 Clicking new and add the part you want should work. You can also do bone weight copy from the base body and it should transfer the body part groups tolerably well. Link to comment Share on other sites More sharing options...
ShadowDragyn Posted January 18, 2012 Author Share Posted January 18, 2012 (edited) I re-weighted/boned everything to the base body like you said and that fixed the unassigned body parts issue, but I think I know now what was causing it to not work in-game.After checking it in Nifskope, all of the pieces of the mesh I joined with Join Objects are not actually one piece; inside Nifskope those pieces have multiple nitrishapes inside each ninode representing the original individual pieces.Anyone know the proper way to join them? Edited January 18, 2012 by Shadow_Dragyn Link to comment Share on other sites More sharing options...
Quetzlsacatanango Posted January 18, 2012 Share Posted January 18, 2012 Make them all the same material... but that's not why it's not working in game. Nothing wrong with what you're describing. Make sure your export settings match the screenshot here: http://wiki.tesnexus.com/index.php/Creating_armor_mashups_for_fallout Link to comment Share on other sites More sharing options...
ShadowDragyn Posted January 18, 2012 Author Share Posted January 18, 2012 (edited) I followed your instructions, but now the exported outfit is lacking a skeleton and has no NiDesmember nodes. It also had a single NiAlpha and NiMaterial not assigned to any particular part of the mesh. -Edit- It actually does have a skeleton, but it's inside a second NiNode inside the first along with only the meatcaps.I tried deleting all the meatcaps, and the skeleton is still embedded inside a second NiNode.It seemed like I was able to solve the issue by flattening the branch, but the outfit is still invisible in-game. Could be related to the still missing NiDismember nodes, perhaps. Edited January 18, 2012 by Shadow_Dragyn Link to comment Share on other sites More sharing options...
Quetzlsacatanango Posted January 18, 2012 Share Posted January 18, 2012 You have more than one armature in the scene when you are exporting, or you are not selecting only the armature when you export. You can select the second ninode and do crop to branch, and that will sometimes work, but sometimes it will make it really deformed in game. In that case you need to delete all your armatures and reimport skeleton.nif again, parenting to all meshes. Link to comment Share on other sites More sharing options...
ShadowDragyn Posted January 18, 2012 Author Share Posted January 18, 2012 (edited) You have more than one armature in the scene when you are exporting, or you are not selecting only the armature when you export. You can select the second ninode and do crop to branch, and that will sometimes work, but sometimes it will make it really deformed in game. In that case you need to delete all your armatures and reimport skeleton.nif again, parenting to all meshes. By armature, you mean the skeleton, right? I tried exporting with only the skeleton selected just now, and only the skeleton exported. No outfit included.Oddly enough, the meatcaps did export with it though. Could the outfit not be properly linked to the skeleton/armature? Edited January 18, 2012 by Shadow_Dragyn Link to comment Share on other sites More sharing options...
Quetzlsacatanango Posted January 18, 2012 Share Posted January 18, 2012 That means the skeleton was only parented to the meatcaps. Delete all armatures, select all meshes, and reimport skeleton.nif again, make sure you tick 'import skeleton only + parent selected meshes'. Link to comment Share on other sites More sharing options...
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