DarthMael Posted February 9, 2012 Share Posted February 9, 2012 I've extracted a head .nif from Skyrim BSA, then exported it as an .obj through NifSkope. Imported into ZBrush, edited a bit ( just smoothed a few things here and there, was careful to preserve the vertex number) and exported as an .obj again. After i inserted it into the .nif and saved, however, the Creation Kit (and Skyrim itself) freaked out on me. The new head showed up way above it's rightful place, so to speak. http://img861.imageshack.us/img861/6683/26111660.jpg Though I have 3d modeling experience, I'm still new to NifSkope - so I'm most likely making a mistake, and probably an obvious and stupid one. :blink:I've noticed that the "Center" parameter in NiTriShapeData is off (should be X:0.0003 Y:2.8057 Z:0.2472), but I have no idea how to change it :(: The mesh appears normally in NifSkope, though. NiTriShape - http://img687.imageshack.us/img687/5650/nifscope.jpg NiTriShapeData - http://img24.imageshack.us/img24/3716/nifskope.jpg Was it ZBrush that changed the mesh position, or does it have something to do with a corresponding .tri file? Link to comment Share on other sites More sharing options...
dthumb Posted February 9, 2012 Share Posted February 9, 2012 Yes, ZBrush changed the position, check your import setting positioning. Why are you using ZBrush to fix a head anyway? Use Max or Blender instead. Link to comment Share on other sites More sharing options...
DarthMael Posted February 9, 2012 Author Share Posted February 9, 2012 I don't have Blender (never used it) and my 3DsMax is of a very old version, so I don't know if it's up to the task )) Link to comment Share on other sites More sharing options...
Zazemel Posted May 3, 2012 Share Posted May 3, 2012 I have this same issue. Could you let us know if you find a solution? Link to comment Share on other sites More sharing options...
ghosu Posted May 3, 2012 Share Posted May 3, 2012 (edited) Never edited body parts but i'm pretty sure it is similar to armor edit - as you see there are NiNodes with spine and head bones, the head is attached/weighted to them to stay in position when you move you character. When you export armor/body part as an .obj this information gets lost, same with the data saved in the BDDismemberSkinInstance in your NiTriShape Block, as you see your mesh got f*cked up as well...so you have to edit the whole thing directly in the nif file, there are nif import/export plugins available for Blender, 3DsMax and Maya. There are tutorials here and on youtube, just use the search form. If you have access to 3DsMax just search youtube for "SoMuchMonsters Armor". This guy made 2 good tutorials with helmet and armor. You can save it as .obj as well, edit it in zBrush or any other program but finally you have to use one of the listed programs with nif plugin to reattach it to the bones/skeleton. greetings Edited May 3, 2012 by ghosu Link to comment Share on other sites More sharing options...
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