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Flexible meshes


rafale09

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Hi all,

 

I might not be using the right terminology in this post since I'm new to modelling, so bear with me. :tongue:

 

I noticed that when we put armor onto our character, it "flexes" with body movement regardless of what material it's supposed to be made of. This is pretty easy to notice if you look at your character's lower back while he/she is running. So my question is this: when we've got a two handed weapon sheathed on the character's back, does it also flex with the character's body movement or does it stay stiff? I would try to find this out myself, but this is a little harder to tell just by looking.

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Ah, makes sense. One more slightly related question, by the way: does Skyrim use the same weapon textures/models for both 1st person and 3rd person views?

 

1stpersonXXX.nif = when equipped by player, 1stperson and 3rdperson view

XXX.nif = when dropped or displayed in inventory or used by a NPC/follower

 

Armor uses world models (XXXgnd.nif) as well, like fold together robes.

Edited by ghosu
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BGS use of 1st person model for weapons came in during F3.

In that game the non 1st person weapons nifs were using a lower res texture and that was pretty much the entirety of the difference.

 

Now in skyrim they use the same exact texture, but the non 1st person models often have a slightly reduced vertex count, and do not contain the BSInvMarker which would disable them from being show in the inventory.

 

Modders can and probably will largely ignore any difference between the 2. I think it is entirely possible do without a separate 1stperson model entirely> I don't think there is any point at all not using the regular weapon nif in it's place, unless you actually are making LOD version for the non 1stperson. Otherwise I think slapping that normal one into the 1st person slot is fine.. or can't you even leave those slots blank and it just defaults to using the normal version in 1st person, sure it says that, can't remember.

 

 

For armor, the 1stperson model is basically just the arms, removing the rest of the mesh to optimise and avoid potential clipping errors with the camera.

_go or _gnd nifs are the world models.

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