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NifSkope Transform


Ashengrace

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I remember back in FO:NV when the introduced true iron sights there was a problem with FO meshes working because they were not designed for iron sights. So i was taking them in NifSkope and using the transform-edit feature and moving the sights around to make them line up properly. I figured that would work the same when i ran into the same kind of issue here in Skyrim, when a mesh needed to be realigned, but for some reason no matter what change i make to the .nif file, the changes arent showing up in game. Any idea how thats even possible?

 

Basically, im working with those oh so elusive TERA Online models that are blacklisted from the nexus. Im trying to pair a head from one mod to the body of another. They line up but theres a gap in between the neck and the head. I was just trying to move the shapes down on the Z axis so that they met one another, but ive tried everything and cant figure out why its not working in skyrim when it did in FO:NV.

 

Any idea's or input would be greatly appreciated.

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Here's a screenshot, it should explain everything...

 

http://img209.imageshack.us/img209/8861/screenshot32c.th.jpg

::click for full view::

 

The stupid thing about these TERA mods is that they have the body mesh inside the armor, including the face. So thats what I'm faced with, trying to pair the neck to the body. And im no modeler, so my knowledge is vastly limited when it comes to these sort of things.

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I had the same problem when i exported a helmet, it went way above the head of any character ingame. But that was a model issue..meaning when i made the model in blender i moved it down a little to modify something ( yes im a noob) and forgot to realign it to the bones again.

But i guess hands and feet align as they should? if the body was out of place they would probably be weird too.

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Yeah, everything else lines up just fine, its just the damn head thats got the gap. Im really hoping there is an easier way than trying to figure out how to do it in blender. Ive tried blender, and i hate it. Now if i could work in Softimage XSI without having to go through 9843753 programs to import and export through to get it in workable format, then it wouldnt be so bad since ive had some experience with XSI before.

 

All i know is i used to be able to do simple little changes to meshes in NifSkope before, and i wish i could still use that method. So im hoping im just doing something wrong and forgetting a step or something.

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Well you kinda can do small adjustments in nifskope, i sometimes correct smaller clipping issues that way or if my armor got for example spikes on it and one spike on each shoulder got empty spaces between them i move the verts a little so they align nicely. And it worked ingame just fine as well.

But blender really is not that bad, i find 3ds max more complicated because of all the features it has, but im currently watching a tutorial dvd on 3ds max to learn as well. It might feel like a waste, but is'nt all knowledge good, knowing a little about the those programs would'nt hurt, it would open the horizon a little, i had to, i rather stick to blender, but because i had issues morphing mesh _0 to mesh_1 i had to move on and try another program to see if the features could be of any use. But enough of that. you need to check out positioning from a headmesh that fits that body and see if you can adjust the new one accordingly.

 

It looks like a simple adjustment, might be able to fit them together in nifskope by altering the "translation" in NitriShape?

I did this to a shoulder item that was misplaced a little, it worked fine ingame, but i did not move it much either, it was just a little to correct some clipping issues i had.

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I just tried to modify a vanilla armor using the translation on the NiTriShape with the same results, no in-game change at all. Armor still shows up perfectly as intended, despite my trying to make it not fit right.

 

http://img132.imageshack.us/img132/3354/captureun.th.jpg

 

I am at a complete loss as to why these changes are not taking effect.

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The head bone is not usually part of the body/armor model and that tells the game where the head is positioned. If you had remove unused bones ticked and if you accidentally moved everything down in max when you imported then the head will not line up to the body but hands and feet will because the wrist and ankle bones are usually there. You can try importing a head model into the armor without bones and if the head doesn't line up there then that's the problem. Easy fix to move all the bones and armor up to the imported head to get everything repositioned then delete the head and export the model.

 

*edit

Import the head with remove unused bones. otherwise it wont import into the correct location. but you dont want to double all the body bones.

Edited by jet4571
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