Shazhar Posted February 9, 2012 Share Posted February 9, 2012 1. SRY for my bad English ;) I have a lil problem. i tryed to create a new barmaid mesh in 3DSmax..everything worked well, but when i will equip the cloth ingame it shows a weird exploding verticle mesh.. could i t be because i created my new mesh by cuting polygons from the female bodymesh ? or the new mesh has not the same numbers of verticles as the original one ? My Workflow: 3DSmaximport femalebody and cut/edit the polysimport barmaid clothes for the skinwrap modifier and create new BSdismemberskin on my meshimport femalebody to cover open bodyparts with nude skin and skinwrap this with the bodypart (its only the decolte) from the barmaid nif +new BS...delete unused imported meshes and export as nif.NIFdelete both BSlightshader and copy/past the original branchhas vertexcolors: yeschange skeletonroot in BSdis.skin from Sceneroot to Cloth (named the mesh so in 3dsmax) <-- maybe a fault? do i have to name the mesh as the original is called ??change bodypart in BSdis.skin form Torso to 32 (same as the original)and save as new nif.. i hope someone has an idea what i did wrong..! if pictures are needed, i can upload them later. THX 4 reading! Link to comment Share on other sites More sharing options...
Ghogiel Posted February 9, 2012 Share Posted February 9, 2012 Sounds like you fubared the skinning and or vertex number order (for the weight slider morph to work the _0 and _1 meshes have to have identical vertex num order or else the morph will assplode ) Link to comment Share on other sites More sharing options...
Shazhar Posted February 11, 2012 Author Share Posted February 11, 2012 Sounds like you fubared the skinning and or vertex number order (for the weight slider morph to work the _0 and _1 meshes have to have identical vertex num order or else the morph will assplode )Thanks ! finaly it was only because i saved just a _0 version.. i just copie/saved my file also as _1 and it worked perfectly Link to comment Share on other sites More sharing options...
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