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[Help] I need help fixing my weight slider and feet


Witblitz

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I'm busy making an UNP Pantyhose mod as a clothing outfit. See the mod here: http://skyrim.nexusmods.com/downloads/file.php?id=11327

 

My 3D experience is limited so please keep that in mind, here are the two main issues I have at the moment:

 

- Weight Sliders

 

At minimum(0) and maximum(1) it looks fine, but anything in-between is mashed up. I used the UNP mesh as a base to create the "bodysock". I welded vertices on the UNP mesh, not sure if this is causing the problem. Even if so, what steps do I need to take to fix it?

 

 

- Feet not showing

 

I created a new Armor Addon for both the actual hose part and the feet part. I have them both assigned to an Armor. But when I equip, it doesn't work. Basically I want the feet to equip with the main armor. Or will I have to add the feet bit as part as the main mesh? I'm using an unnamed slot for this mod so that you can wear the panythose as part of your armor set. UNP only though.

 

Can a 3D Guru have a look at my files please. I'm at a loss atm.

Edited by Witblitz
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Your problem is vertice numbers are different between your _0.nif and _1.nif. At the moment the way to fix depend on what 3d software you use.

 

For 3dsmax, edit mech just after your skin moddifier, seen to work well. But polyedit got a lot of people in trouble.

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If I have to move those vertices by hand before I weld I'm gonna kill myself.

 

I use 3DsMAX 2012.

 

I have a push modifier above Editable Mesh, then I apply another Edit Mesh and Smooth modifier. But like I said, the problem is the weld. But the real problem is when I Push by factor of 0.05 a seam occurs. So I'm in a catch 22 situation. I need to push, but when I do I get seam but weld solves it. But when I weld I lose my weight slider.

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got the same thing (Blender) working on custom made plate armor for thigh, it works with min and max but the mesh will rupture if i set in between..dont really know what i do wrong, only rezise them a bit and moved the plate on each left and right so it closely fit to both thigh.

 

number partition may be problem with your mesh feet not showing, it doesnt matter whether you put it on separate file or in single nif file, as long you set proper body slot for the armor and using feet/boot slot in CK......about what partition number is,try 37 if i remember correctly.

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Okay I figured how I would fix it.

 

But my first step is to get the feet in the right place. I made them part of the main mesh, but they load in the wrong place. Have a look here: http://i.imgur.com/pLFda.jpg

 

I fixed the weight slider by not welding vertices. So at least then I can use align/distribute to "zip up" all the vertices causing the seam. But before I can do that I need to figure out why the feet loads in the wrong position?

 

In NifSkope they seem fine, also in the CK model viewer they look to be fine. But in-game they are in the position you see them in the screenshot.

 

How do I remedy this? I really don't want to merge any vertices at this point in time.

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from the screenshot, i think its not well parented with the skeleton, i'd say import them again into your 3d app and re-parent again. parenting a mesh to skeleton would'nt affect with weight slider tho, well as long there are no vertices being edited in process.
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What I don't understand is both _0 and _1 has identical vertices. And yet the weight slider goes nuts. I uploaded a new version: http://is.gd/tQSuBX

 

If someone could take a look at it please?

 

My method for making this was, example:

 

(3DsMAX)

 

- Import default skeleton.nif

- Import UNP Main female feet: femalefeet_0.nif (Without import skeleton)

- Import UNP Main female body: femalebody_0.nif (Without import skeleton)

- Add a Push modifier (0.05) just above the Editable Mesh stack

(Now I would normally add an Edit Mesh and Smooth[2] modifier, but it doesn't seem to make a difference if I do since I get the same result)

- Export as NIF

- Make the necessary changes in NifSkope for both NiTriShapes (BSLightingShaderProperty and NiAlphaProperty, I also assigned partitiion to 55 since I want this "armor" mod to use a freeslot.)

 

The game displays them both correct, but anything in the weight slider is a mess :( Once I can fix the weight slider, I can proceed to fix the seams by using align/distribute on the vertices.

 

Please help?

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if importing already exported nif into max and have morph issues after a reexport, try this workflow http://forums.nexusmods.com/index.php?/topic/478312-tutorial-3ds-max-skinned-meshes-into-game/page__view__findpost__p__4453594

 

basically you are cloning one of the meshes, say the _0 version while in the morph state of the _1 version. And you export only one of the meshes you imported, along with the clone of it you created in scene ( that has been morphed to the shape of the _1) It should be full proof really, It cuts out any hidden discrepancy that might have happened using the importer and should put you on a level playing field.

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