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Bows become blobs


Mironic

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Bow bones are like

 

o ------------- o

----o o o

 

O.o and if i move them to match the bow they break the bow in half... on the NifSkope

 

and if i dont move them in game they are a blob...

 

so is there a tut out there for Bow Boning?

 

my bow is like

 

o ---------------- o

------O o O

 

i matched its size with the bow and rotation... but it still breaks in game :|

 

also weights... i cants export weights of the bow so i have no idea what weight goes where...

Edited by Mironic
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Don't change the bones, the animation needs them to be in the same place. Instead just use them as they are and weight the bow properly to them. It may not match the shape of the bones perfectly but so long as the weighting is good it'll never matter.

 

I can't help much with blender (which I'm assuming your using?)

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Don't change the bones, the animation needs them to be in the same place. Instead just use them as they are and weight the bow properly to them. It may not match the shape of the bones perfectly but so long as the weighting is good it'll never matter.

 

I can't help much with blender (which I'm assuming your using?)

:| weigh just put random weight?

 

-.- please help me more then that...

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One of these days I ought to just make a bow tutorial for people >.<

 

You didn't say if you were using blender or not so here is how I go about putting a new bow mesh in-game through 3ds max (this is super general and I'm assuming you can find everything yourself). If you are using blender you will have to figure out what commands will have similar effects.

 

1. Model bow

2. Using nifskope plugin, import a vanilla bow (make sure to include skeleton)

3. Apply a skinwrap modifier to my bow using the vanilla bow. (This takes the weights from the vanilla bow and applies them to mine) (Make sure you select "weight all vertices")

4. Export bow using nifskope plugin

5. Open up my new .nif file and a vanilla bow .nif file side by side.

6. Click on skeleton root in my nif file and erase the number.

7. Copy my bow over to vanilla .nif file

8. Remove vanilla bow, make sure to set my bow to use their shader

9. Set parents, children, textures, etc

10. Save, make sure it works as a replacer.

 

 

Bows are considered complicated because they have skin data. If you can't use a skin wrap modifier (aka your using blender) then you need to look at the vanilla bow and set the weights on your bow as similar to theirs as you can. The other really important step is exporting it through the plugin as a .nif file. Exporting as an .obj will not save the skin data so it'll freak out in game.

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One of these days I ought to just make a bow tutorial for people >.<

 

You didn't say if you were using blender or not so here is how I go about putting a new bow mesh in-game through 3ds max (this is super general and I'm assuming you can find everything yourself). If you are using blender you will have to figure out what commands will have similar effects.

 

1. Model bow

2. Using nifskope plugin, import a vanilla bow (make sure to include skeleton)

3. Apply a skinwrap modifier to my bow using the vanilla bow. (This takes the weights from the vanilla bow and applies them to mine) (Make sure you select "weight all vertices")

4. Export bow using nifskope plugin

5. Open up my new .nif file and a vanilla bow .nif file side by side.

6. Click on skeleton root in my nif file and erase the number.

7. Copy my bow over to vanilla .nif file

8. Remove vanilla bow, make sure to set my bow to use their shader

9. Set parents, children, textures, etc

10. Save, make sure it works as a replacer.

 

 

Bows are considered complicated because they have skin data. If you can't use a skin wrap modifier (aka your using blender) then you need to look at the vanilla bow and set the weights on your bow as similar to theirs as you can. The other really important step is exporting it through the plugin as a .nif file. Exporting as an .obj will not save the skin data so it'll freak out in game.

 

BOOM!! Exactly what I was looking for. I've got no experience with skinning yet, so I'll bust through a tutorial or two on that, but this is precisely what I wanted - thank you so much. I will try this and report back (hopefully with a success story)

 

EDIT: Yes, I am using MAX

Edited by LordBishek
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Glad I could help. If I had a voice worth hearing and a headset I would make a youtube tutorial so I could quit writing these steps over and over again :P Lemme know if you have any other problems or you can't find something in nifskope. It gets tricky if you don't know what to look for.
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Actually, do you know where I can find the skeleton nif for the bows? I can't seem to see one at all.<br><br>EDIT: Solved, they seem to be self-contained within the bow nif.<br><br>As for the actual cut and paste stuff in nifskope, could you go into it a bit more? I'm trying to copy it over, but I can't see anything called a skeleton root. Also, when you say "copy over", do you mean copy over the whole NiNode Branch?<br> Edited by LordBishek
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One of these days I ought to just make a bow tutorial for people >.<

 

You didn't say if you were using blender or not so here is how I go about putting a new bow mesh in-game through 3ds max (this is super general and I'm assuming you can find everything yourself). If you are using blender you will have to figure out what commands will have similar effects.

 

1. Model bow

2. Using nifskope plugin, import a vanilla bow (make sure to include skeleton)

3. Apply a skinwrap modifier to my bow using the vanilla bow. (This takes the weights from the vanilla bow and applies them to mine) (Make sure you select "weight all vertices")

4. Export bow using nifskope plugin

5. Open up my new .nif file and a vanilla bow .nif file side by side.

6. Click on skeleton root in my nif file and erase the number.

7. Copy my bow over to vanilla .nif file

8. Remove vanilla bow, make sure to set my bow to use their shader

9. Set parents, children, textures, etc

10. Save, make sure it works as a replacer.

 

 

Bows are considered complicated because they have skin data. If you can't use a skin wrap modifier (aka your using blender) then you need to look at the vanilla bow and set the weights on your bow as similar to theirs as you can. The other really important step is exporting it through the plugin as a .nif file. Exporting as an .obj will not save the skin data so it'll freak out in game.

 

I used Metasequia.

 

:| its different... its like maya, just with less options...

also prob 100$ cheaper... meta is like $25

 

lol... i just need to know the weights since nifscope wont explort .obj with weights still attatched.

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