Canuckovitch Posted February 22, 2012 Share Posted February 22, 2012 (edited) Hi all, I'm trying to convert the cast iron pot into a helmet. Problem is, once I load the game, the 'helmet' isn't sitting on the character's head - it's just floating near it. (The transforms place it in more or less the right place, but it doesn't seem to be attached to the skeleton.) I'm importing the mesh of the pot, the iron helmet, the default skeleton, and the male head. I'm using the head mesh to figure out how to place the pot, then using the skin wrap method with the iron helmet. I've also tried skipping that and just adding a skin and the head bone to that skin manually. I then delete all the imported meshes except for the pot and the skeleton before exporting (but checking remove unused bones). I'm at a loss, because I've followed the instructions pretty precisely, but it doesn't seem to work with any custom mesh. I thought it might be an issue with the new meshes' local coordinates not being right, and tried moving the pivot to the location of the head bone on the skeleton, and then setting it's alignment to the world space. (I don't know if that's enough to set the origin of the object to where the head sits?) I'm attaching the .nif, if that helps. I'm using: 3DS Max 2012 Niftools Max plugins 3.7.1NifSkope 1.1.0-RC6 Any help much appreciated! SOLUTION: The BSLightingShaderProperty needs to have SLSF1_Skinned set. Thanks to Ghogiel and all who posted. Edited February 22, 2012 by Canuckovitch Link to comment Share on other sites More sharing options...
Ghogiel Posted February 22, 2012 Share Posted February 22, 2012 One issue I see is that you are not using SF_skinned shader flag. I don't know what happens if you don't use it on skinned meshed... Link to comment Share on other sites More sharing options...
ghosu Posted February 22, 2012 Share Posted February 22, 2012 Well i exported the pot.obj from your nif since i found no critical error in the nif and repeated the whole import process with max and i get exactly the same error :D Link to comment Share on other sites More sharing options...
EmuXanadu Posted February 22, 2012 Share Posted February 22, 2012 (edited) Well first thing I can see is you have vertex colours switched on in your nif. I'm pretty sure they should be off for items like helmets or you just end up with an invisible item ingame. If I'm wrong I'm sure others will correct me. Shows up fine in CK too after setting disabling vertex colours. Of course it still whines about missing a diffuse map but thats pretty normal behaviour for it. Edited February 22, 2012 by EmuXanadu Link to comment Share on other sites More sharing options...
ghosu Posted February 22, 2012 Share Posted February 22, 2012 (edited) In this case it works with YES, i use exactly the same way to import armor parts and with the settings used in the tutorial for the nif import/export in Max you have to set it to YES in NifSkope to work. For weapons i only use Cinema 4D and i have to turn them to NO to work ingame, though people that use other programs reported me that they had to set it to YES to work...however, normally that would only lead to texture errors (black texture in most cases) and not to his problem. Edited February 22, 2012 by ghosu Link to comment Share on other sites More sharing options...
EmuXanadu Posted February 22, 2012 Share Posted February 22, 2012 Well I find that somewhat strange because I've got 15 fully working helmets in game that only work when vertex colours are switched off. Swords however of which I have 5 currently in game require vertex colours to work. So maybe I'm doing something different but the point is it works. Link to comment Share on other sites More sharing options...
ghosu Posted February 22, 2012 Share Posted February 22, 2012 (edited) Afaik it somehow depends on the settings of the 3D program you use...i've got a tutorial on youtube and i got several PMs from people that used different programs and reported errors using my settings, after changing it to YES (weapons) it worked for them. Check out the tutorial in his first posting, even this guy had to set it to YES. And normally this wouldn't lead to such a problem: Both while running: http://666kb.com/i/c1ham139aavvjlwib.jpg http://666kb.com/i/c1have22eoh8taevn.jpg While moving the "helmet" always stays in the same position, as if it wasn't attached to the skeleton/bone, doesn't follow the head movement. greetings Edited February 22, 2012 by ghosu Link to comment Share on other sites More sharing options...
EmuXanadu Posted February 22, 2012 Share Posted February 22, 2012 (edited) Just to clarify I specifically meant the vertex colour option in the nifs NiData, not the export dialogue in Max. Depending on the helmet some will need to be rigged to the neck as well as the head to give correct motion. Other larger helmets like NordPlate with bigger mass are influenced by the shoulders so may also need to be rigged to the clavicles. The pot helmet in question is only rigged to the head which is the reason for it being static. Edited February 22, 2012 by EmuXanadu Link to comment Share on other sites More sharing options...
ghosu Posted February 22, 2012 Share Posted February 22, 2012 (edited) Yes i'm talking bout the settings of the ShapeData IN Nifskope...check out the tut linked in the first posting, he sets it to YES in NifSkope as well :D And im using his NIF atm and as you see on the screenshots it's displayed correctly, all my weapons are created with C4D and work with NO. Edited February 22, 2012 by ghosu Link to comment Share on other sites More sharing options...
EmuXanadu Posted February 22, 2012 Share Posted February 22, 2012 Ok put the pot helmet ingame but only works in my game with vertex colours set to off and yes I realise that this is contrary to what the original YouTube tutorial says. I'm not disagreeing for the sake of it I'm just trying to understand why it only works this way on my PC. Link to comment Share on other sites More sharing options...
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