WorldShaperDragon Posted February 28, 2012 Share Posted February 28, 2012 So I import a head mesh, moved a bunch of verts around, and exported it. Then I discover it crashes the CK upon trying to use it. Upon further investigation, I found that the nif file's "Num Vertices" field had a value about 100 verts higher than the original. However, when I scrolled down to compare the Num Triagnles and Num Triange Points, they were exactly the same between both files. I'm not actually going to go through the list of verts to count them one by one though. When I view the file in 3dsmax, it has the exact number of verts that it is supposed to have, so I believe that the issue lies in the .nif exporter, and this is likely also the cause for all my pain relating to the _0 and _1 morphs for the armor/clothing/body weight slider. Programs I'm using: nif tools RC63dsmax 2012.nif exporter for 3dsmax v. 3.7.something (its the one in the post on the niftools forum with the screenshot of the dragon mesh that someone imported) Link to comment Share on other sites More sharing options...
WorldShaperDragon Posted February 28, 2012 Author Share Posted February 28, 2012 updated to the niftools exporter 3.7.3 today, but I'm still getting extra verts. Link to comment Share on other sites More sharing options...
SkjoldBjorn Posted February 28, 2012 Share Posted February 28, 2012 Are you using edit poly or edit mesh modifiers to move the verts?When i move verts in 3ds max i find that using edit mesh is less likely to cause the problem for some reason, now i only did this on 2 meshes in 3ds max, but i moved back to blender and maya so im not sure if that is the case at al ltimes. Link to comment Share on other sites More sharing options...
WorldShaperDragon Posted February 28, 2012 Author Share Posted February 28, 2012 Well, it seems that whatever the new patch did helped. I've managed to get the CK to accept the head mesh, though the Z axis values are way off in the head view, resulting in the head being massively displaced from the eyes (which are just stock eyes). Seems to work alright in the full body view, except for the verts around the ears showing empty areas, though that just may be poor CK rendering. Link to comment Share on other sites More sharing options...
WorldShaperDragon Posted February 28, 2012 Author Share Posted February 28, 2012 Ooook. So it seems that while it now works - even got the head appearing ingame! ^.^ - the phantom vertices are still screwing up the vertex order, causing all the head morphs to go haywire (and randomly selected parts of the head to twitch disconcertingly because of the blinking morph failing). Link to comment Share on other sites More sharing options...
WorldShaperDragon Posted February 28, 2012 Author Share Posted February 28, 2012 I *think* I have a possible semi-solution, and that is to export to a 3ds (exporting to obj and then importing to nifskope results in phantom verts as well) - however, I just hope that I can move the skin & dismemberment data flawlessly back onto it in nifskope, because otherwise its useless. Link to comment Share on other sites More sharing options...
WorldShaperDragon Posted February 29, 2012 Author Share Posted February 29, 2012 Well... it was a *semi* solution alright. While the mesh was horribly disfigured with random verts blown out all over the place, the MORPHS ACTUALLY WORKED! Beneath jumbled mess of the blown out polys from the ears and back of the head, I could see the blink morph working flawlessly! Now if only I can somehow merge the correct-looking-ness of the standard nif output with the working morphs of the .3ds output Link to comment Share on other sites More sharing options...
WorldShaperDragon Posted February 29, 2012 Author Share Posted February 29, 2012 (edited) So close I can smell the victory! I got the head mesh's morphs all working EXCEPT for the slight changes with the weight slider & blinking doesn't seem to work (also NOT SURE if facial expressions are working yet - I have yet to test this out) What I did was I added a smooth modifier to the top of the stack - smooth groups 1 & 2 seem to work - they actually produce a couple fewer verts, but if they work, who am I to complain? :biggrin: [edit] - seems the position of the smooth modifier doesn't make any difference Edited February 29, 2012 by Wolf of the azar Link to comment Share on other sites More sharing options...
WorldShaperDragon Posted February 29, 2012 Author Share Posted February 29, 2012 So close! >.< Facial expression morphs are NOT working either. (Which is to say, utterly nothing happens. Which is better than say, the game crashing or the verts blowing up). Going to tinker with stuff some more. Link to comment Share on other sites More sharing options...
JaydoDre Posted July 29, 2012 Share Posted July 29, 2012 (edited) So close! >.< Facial expression morphs are NOT working either. (Which is to say, utterly nothing happens. Which is better than say, the game crashing or the verts blowing up). Going to tinker with stuff some more. I am not sure if anyone is still having this problem, but I found out that the different number of vertices was due to a difference in smoothing groups. For some reason my modelling program messed up the smoothing groups on the skinny version of what I was exporting. Edited July 29, 2012 by Jedo_Dre Link to comment Share on other sites More sharing options...
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