KaranVess Posted July 8, 2012 Share Posted July 8, 2012 (edited) So, in 3ds max it looks like this:http://img502.imageshack.us/img502/5224/clipboard88.jpgand ingame like this:http://img839.imageshack.us/img839/2545/2012070800038.jpgHow do I fix that?Some pieces are based on different body meshes, though I don't think that should be a problem.2 pieces use different skeletons than the rest, could that be the cause?I have no idea what I'm doing, really. I basically only mimicked some tutorials I found. Edited July 8, 2012 by KaranVess Link to comment Share on other sites More sharing options...
KaranVess Posted July 8, 2012 Author Share Posted July 8, 2012 http://www.youtube.com/watch?v=r_7GsNZDm8UAnimation test.Well, s***. What do I do? Link to comment Share on other sites More sharing options...
Stemin Posted July 8, 2012 Share Posted July 8, 2012 (edited) Textures and bones can get screwed up when you import from 3ds max. According to NIghtasay's tutorials, your best bet is to open up a clean copy of the .nif file you used for your base body (unp, cbbe, stock, etc.), then open up your armor .nif, and copy just the armor over top of the clean body in nifskope. Then take the bsshader info from a stock set of clothing or armor and paste it in place of your armor's texture info and then change the texture files. Video 15 explains it better than I did: If that's not it, then did you make an armor for both the _0 and _1 weight sliders? Edited July 8, 2012 by Stemin Link to comment Share on other sites More sharing options...
KaranVess Posted July 8, 2012 Author Share Posted July 8, 2012 Textures and bones can get screwed up when you import from 3ds max. According to NIghtasay's tutorials, your best bet is to open up a clean copy of the .nif file you used for your base body (unp, cbbe, stock, etc.), then open up your armor .nif, and copy just the armor over top of the clean body in nifskope. Then take the bsshader info from a stock set of clothing or armor and paste it in place of your armor's texture info and then change the texture files. [...]That's not gonna work. I had to edit some polygons to make some parts fit to the body.I believe the different skeletons to be the problem. How to fix that I have no idea, though. Link to comment Share on other sites More sharing options...
Stemin Posted July 8, 2012 Share Posted July 8, 2012 That's not gonna work. I had to edit some polygons to make some parts fit to the body.I believe the different skeletons to be the problem. How to fix that I have no idea, though. You mean you edited the body to make the armor fit it? If you did, then that's probably your problem. I don't have a solution. Link to comment Share on other sites More sharing options...
KaranVess Posted July 8, 2012 Author Share Posted July 8, 2012 That's not gonna work. I had to edit some polygons to make some parts fit to the body.I believe the different skeletons to be the problem. How to fix that I have no idea, though. You mean you edited the body to make the armor fit it? If you did, then that's probably your problem. I don't have a solution.No, the other way around, I edited the armor to fit to the body. I did the same with a different mashup and it worked perfectly fine. Link to comment Share on other sites More sharing options...
theru Posted July 8, 2012 Share Posted July 8, 2012 i think u got yourself a skin weight problem ^^ Link to comment Share on other sites More sharing options...
theru Posted July 8, 2012 Share Posted July 8, 2012 (edited) what i do, do skinwrap, on full body mesh(unp or whatever,) fo face deform on skin wraptool and put fallof down to 000.0001 or lowest possible(convert to skin) , then open enveloped, click on each bone in skin, and u see where it colors ure mesh, if u click on a bone that dosnt effect ure mesh, delete it. golden rule, if the char still moves weird,, the more red envelope color is more effect the bone, think of how a ragdoll looks like, that makes it easy to assign proper weight rainbow by all bendable part,wrist, red on non bendable part, legs,arms, the whole torso is rainbow more or less in ure case i would prolly use skirt bone for thoose hanging clothes down the leg Edited July 8, 2012 by theru Link to comment Share on other sites More sharing options...
jimhsu Posted July 8, 2012 Share Posted July 8, 2012 (edited) Yours is a skinning problem. As theru suggested, again skin wrap is great and probably will get you 80-95% of the way to a decent rig (depending on how well you've adapted the armor in the first place). Check problem areas - for my models, it's typically the finger joints, shoulder, knee, foot, and the head/neck region (see the pattern - joints are tough to rig correctly - but skin wrap can do a surprisingly decent job if your armor isn't too weird). Check any red/orange where it is not supposed to be (just hold down down arrow on the bone list and see if anything looks wrong). Edited July 8, 2012 by jimhsu Link to comment Share on other sites More sharing options...
KaranVess Posted July 10, 2012 Author Share Posted July 10, 2012 It wasn't a weighting problem after all.The mesh didn't morph properly from the 0 to the 1 mesh. Sliders at minimum or maximum and it works just fine.http://img819.imageshack.us/img819/7475/2012070900027.jpg Link to comment Share on other sites More sharing options...
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