mouzerball1000 Posted October 19, 2018 Share Posted October 19, 2018 (edited) Hello, I've run into an issue with converting a weapon model I have over to New Vegas. I've been following this excellent tutorial, and ran into an issue after I export my model. For some reason, whenever I copy my model's NiTriStripsData and paste it over the vanilla model's, my model is completely out of place. I feel like I'm just overlooking something simple, but can anyone tell me what I'm doing wrong? If I copy the entire NiTriStrips that contains my NiTriStripsData and paste it right under the BsFadeNode, it appears in the correct spot, but then it doesn't animate. For reference, I used the .44 Magnum as a base model. Attached is a screenshot of what happens when I paste over my cylinder, for example. Any ideas? Edited October 19, 2018 by mouzerball1000 Link to comment Share on other sites More sharing options...
dubiousintent Posted October 19, 2018 Share Posted October 19, 2018 Not my area of expertise, but ... Did you "parent" the copied NiTriStripsData to the destination mesh's "armature" and scale it?Please see the 'Custom Items', 'Conversions' and 'Animations' sections of the wiki "Getting started creating mods using GECK" article for other possible help. -Dubious- Link to comment Share on other sites More sharing options...
mouzerball1000 Posted October 19, 2018 Author Share Posted October 19, 2018 (edited) Yes, and I've read through those sections as you suggested, none of which seem to specifically apply to this problem unfortunately. I should specify that this is a 3D model that was not previously set up for any Bethesda game, so maybe "conversion" wasn't the right word to use. Thanks for the suggestions and links, though. Anyway, for some reason, under the NiNodes of the vanilla mesh, my models are in all different places mainly because the parent nodes already have translation/rotation applied to them. Theoretically, the model should inherit these and be in the right place due to what was done in the video above (importing the vanilla mesh in 3DS Max, scaling and rotating my model pieces to match, deleting the geometry of the vanilla parts while attaching my custom parts). EDIT: Welp, figured it out. It was actually an export setting that messed it up. I had "Zero Transforms" checked which was causing the issue. Lesson learned, write down the proper export settings and keep them handy. Edited October 19, 2018 by mouzerball1000 Link to comment Share on other sites More sharing options...
dubiousintent Posted October 19, 2018 Share Posted October 19, 2018 Thanks for reporting back with the solution. I've updated the wiki article with a note about recording the export settings for reference. -Dubious- Link to comment Share on other sites More sharing options...
RoyBatterian Posted October 20, 2018 Share Posted October 20, 2018 Just don't use the weapon you exported without copying those strips into a donor mesh, the transforms for the parent nodes are baked into the animation. If you have to fix it later you'll have to reweld/resmooth the mesh and move the verts themselves rather than move the mesh as a whole so the transforms don't change. Link to comment Share on other sites More sharing options...
dubiousintent Posted October 20, 2018 Share Posted October 20, 2018 Thanks, Roy. Added that to the 'TIP: Mashing Meshes'. -Dubious- Link to comment Share on other sites More sharing options...
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