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Mesh looking crumpled and stretched in-game


AlienSlof

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I'm having problems with some meshes appearing crumpled up and stretched into infinity within the game. This is what I get:

 

http://www.slofslair.co.uk/content/art/crumpleproblem.jpg

 

http://www.slofslair.co.uk/content/art/crumpleproblem2.jpg

 

This is only happening with boots, and not all boots, and not always consistently, either. I've checked all the settings on the mesh in Nifskope, comparing them to a mesh that doesn't do it, and making any settings identical. Still get the weirdness in-game.

 

I've also checked in the CK that they have the correct settings for the item, that bipeds all match (I usually use an existing object as a template, then add my own data and save as new form). Still no joy.

 

I am totally stumped on this and would appreciate help. It's ruining an otherwise perfectly working mod.

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I've had that a few times, either because something was wrong with a mesh or because my graphics card was dying. Since it's only localized to these particular boots though, I'd say you're in luck it's probably the mesh not your graphics card. Unfortunately I've not got the skills to help you with that :(
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It's either the skinning is fubar or that the _0 and _1 morphs borked, ie vertex number index in the 2 meshes are not ordered the same. Or that the Trishapes are not named the same in both nifs or are in a different block order. The symptoms are similar looking, however it sounds like the morph is the culprit. You could eliminate the morph from the equation by cloning say the _0 and using that copy as the _1 morph as well, which should ensure that the _0 and _1 are identical meshes.

 

If either are happening, and if you do want a working weight morph, then there would be no way to fix this in nifskope, it would require it to be set up and exported properly.

Edited by Ghogiel
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I'm pretty sure most major 3D modeling programs have something like Blender's shape keys, in which you can save the initial state of the object and then additionally make changes and save them as a different state, and then be able to adjust what the object looks like between all those states. You might try going that route when making wearable equipment.
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