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[Help] How does Nifskope know what NiNode to look for when determining which parts to move?


malistaticy

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Hey

 

So I've managed to throw together a gun model port in a few hours and got it in nifskope and ingame just fine, complete with normal/specular maps, but I left the slide/trigger/hammer static on the main mesh because I don't really understand what nifskope is looking for that decides which animated part corresponds to which NiNode. Is it the names ("##nmBar", "##nmHammer", etc), does it have something to do with the NiTransformController? Something else?

 

all help appreciated, go easy on me, i've only had a couple hours of exposure to this software

 

EDIT: forgot to follow up on this the other day but ive got it working, it is indeed the name of the ninode that controls it

Edited by malistaticy
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