Slostenn Posted March 14, 2017 Share Posted March 14, 2017 I couldn't remember if it was in the TriShape or shader block, so I made a guess; looks like I guessed wrong. Thanks for correcting me. Link to comment Share on other sites More sharing options...
TGxCreeperz Posted March 15, 2017 Author Share Posted March 15, 2017 OK, I extracted the specular from the base one, even though I did that before but all I did was put it in gimp and export it but I guess that screwed it up, and renamed it and pointed towards it and it fixed it. And I also looked in Nifskope at the OwnEmit and that was checked. SO, now that that's finally over with, I'm going to make a retext for the armor for the person with the new unique weapon. So.. I may comeback for help again soon, maybe or maybe not. I'll keep everything you guys have told me in mind though and try them out first before I ask. Link to comment Share on other sites More sharing options...
TGxCreeperz Posted March 15, 2017 Author Share Posted March 15, 2017 Btw, thanks for all the help guys :D thx for taking some time out of your day to help me while I messed up so many times lmao, but it is a learning process. This is all kinda knew to me, so yeah. Link to comment Share on other sites More sharing options...
TGxCreeperz Posted March 16, 2017 Author Share Posted March 16, 2017 (edited) Ok... I am back. I decided I wanted his armor to be unique, so I got blender. I first was going to do his mask. I couldn't get blender to recognize .nif even when using the niftools, so I exported it as .obj in Nifskope and did my edits in blender, and then exported it again, still as .obj. I have looked up many videos and stuff, but no one explains how to get .obj back into Nifskope. Then, people said get 3ds max and export it as .nif there, but I can't even find Niftools for the 2017 version. People also said use Blender 2.49 to export as .nif. I got it to recognize .nif but the program is... we'll just go with garbage. I can't get it to work correctly either. I AM STUCK. How do I get it into the game? :sad: Edited March 16, 2017 by TGxCreeperz Link to comment Share on other sites More sharing options...
Perraine Posted March 17, 2017 Share Posted March 17, 2017 Import the .obj into Outfit Studio, and export it form there as a .nif. Make sure you selected the correct game in the Bodyslide settings, so that Outfit Studio uses the correct skeleton and options. For anything to do with the head/headwear you'll need to load either the vanilla head mesh or a vanilla hat and 'set as reference' to copy the bone weights to the object before exporting as a .nif Link to comment Share on other sites More sharing options...
TGxCreeperz Posted March 17, 2017 Author Share Posted March 17, 2017 I put my mask in and a hat, and set it as ref. Then I get this error when trying to export "At least one vertex does not have any weighting assigned to it. This will cause issues and you should fix it by using the weight brush. The affected vertices have been put under the mask. Do you want to save anyway?" The thing is, I don't know how to use the weight brush or what it even means by it not having any weight. Link to comment Share on other sites More sharing options...
Perraine Posted March 18, 2017 Share Posted March 18, 2017 That will happen on occasion, particularly if the Reference mesh is a different shape to the imported .obj. You could try using a vanilla head/hair/hat mesh that is closer in shape to the new mesh, for instance for "Hoods" you could try one of the "Pack" helmets from the Nuka World DLC, as they include a larger area, and also include neck weighting. Or the Hooded Wastelander Clothing, as the "Hood" is actually a separate item and has specific weights for shoulders + neck + head. Also things like the 'Tinker" helmet which has several doodads hanging of it is good for large headwear. The weight paint brush is easy and hard to use. It's easy to do, but hard to get right. Every mesh has a 'skeleton" inside of it, which has a certain number of "Bones" - If you've ever watched a behind the scenes video of an actor doing "motion capture" with the suit that has all those "ping pong balls" all over it, those balls would be the "bones" of the skeleton and they show the computer where different parts of the skeleton are moving to in relation to each other, and the environment. So each vertex in teh mesh has a "weight" applied to it in relation to the closest "bone" i.e 100% weight will move that vertex completely in tandem with that bone when it's animated, 50% will move that vertex half as much when that bone moves etc. So vertices can have multiple weights depending on where they are. So when you move your head, the 'Head" ball moves, however in most cases, it's not just the head that moves, but the neck, and maybe even the shoulders to a lesser degree. So the skeleton might have these 3 "bones" Head + Neck + Shoulders. The "Weight" part is how much each of those bones will move when certain actions are performed. If you turn your head from side to side, your head will move a lot = Lot's of "weight" added to that bone - You neck will move less = less weight to that bone - and your shoulders will hardly move at all = little weight to that bone. Hence why the weight paint tool can be difficult to get right. To see exactly which vertices aren't weighted, highlight your mesh, then press "q" to show the vertices (they should all be green) any red ones are not weight painted. - You can also press "q" at any time after copying weights then hit "Ctrl + A" which will select all vertices, then go to "Shape --> Mask Weighted Vertices" this should turn all vertices red. Any green ones are not weight painted. One thing you can do when using the "Copy Bone Weights" option is to slightly increase the "Search Radius" from the default 5 to something higher like 10 or 15. There aren't a huge amount of bones in the head so generally increasing the radius won't have any adverse effects. Link to comment Share on other sites More sharing options...
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