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Skyrim Clothing Rigging


RDST

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Afternoon,

 

Over the summer, I started to learn Blender and the associated tools for adding custom clothing to Skyrim. It has been a hair tearing process. However, a few days ago, I successfully exported the model from blender to Nifskope. Everything seemed fine in NifSkope and I thought I did all the proper adjustments for Skyrim but, when I get the model in-game, the armor model is not animating with the body. Instead the mesh floats where the body should be and doesn't move with the body. While this is really quite comical to see a static armor mesh floating with disembodied hands and heads, it isn't my end goal.

 

I think I have enough insight to know that this is a problem with the skeleton, but I'm not sure if the problem originated in Blender or NifSkope. When I use Blender's pose mode to move the attached skeleton, the armor moves with it, so I don't initially believe that the problem is Blender, but I really just don't know. Any help in fixing this would be appreciated. I've been following this tutorial, with a little of my own intuition:

 

http://wiki.tesnexus.com/index.php/Creating_an_armour_for_Skyrim._Part_2

 

Is there anything that I missed?

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Have you made sure that export skin partition and the dismember parts is enabled in the export settings?

 

edit: that tutorial doesn't appear to have flatten skin enabled in it's export dialogue either. You should enable that to make sure their is no hierarchy in the bone nodes, you don't a hierarchy.

Edited by Ghogiel
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Thanks for the reply. I've done the changes required; however, I can't test the armor as I get a CTD whenever I equip it. Just a simple google search returns a lot of possible causes. I haven't yet been able to pin it down. Any suggestions? The updated NIF is below.

 

http://www.mediafire.com/?ta84a1165e68alo

 

-RDST

 

EDIT: I've also changed the BSDismemberSkinInstance from BP_TORSO, RIGHTARM, etc... to there respective numbers. No luck.

Edited by RDST
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Somewhere in the exporting or your tampering with the nif made it broken. The error I get is actually probably wrong. The C++ that governs the shader node freaks out. But in reality that part is correct. I added new ones and and fixed all the partitions etc. I am sure it is either the TriShapeData or the skin partition that is borked.

 

Make sure you delete the shader and mtl blocks before you try to convert the nif version is my best guess.

Edited by Ghogiel
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Well, I've started over from a new exported .nif file from blender.

 

No luck. I really don't understand why it is crashing, my Nif file is almost identical to other vanilla meshes. Not to mention, I have no way of knowing if my original problem was fixed in the first place.

 

I am getting an Assertion error when ever I try to view the nif file in the CK. The error is:

 

Assert

 

File:

C:\_Skyrim\Code\TESV\BSShaders\BSLightingShaderProperty.cpp

 

Line: 806

 

Is this related to the crashing in anyway, or is it a completely new problem?

 

EDIT: So, I deleted the MaleUnderwearBody:0 from the nif file. The mesh worked as well as animating with the body. With the noticeable exception of the legs are missing (What is causing that?). Additionally, the lower arms go missing whenever I equip gauntlets. I assume these are problems with BP_RIGHTARM and BP_LEFTLEG?

 

Anyways, the crashing part of the problem lies in that part of the NIF file. I'll have to tweak around with it. I've posted a picture below of what the mesh is looking like in game as well as the latest NIF file. Any help would be appreciated.

 

NIF file with crashing:

http://www.mediafire.com/?dcj4vsgkxx2uh1h

 

NIF file without crashing:

http://www.mediafire.com/?qnkmvbnmka1zova

 

Pictures:

http://img.photobucket.com/albums/v219/RDST/2012-10-07_00002.jpg

 

 

http://img.photobucket.com/albums/v219/RDST/2012-10-07_00001.jpg

Edited by RDST
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