morrowind1979 Posted October 31, 2012 Share Posted October 31, 2012 I have created a helmet mesh using imported objects in Nifskope. When I place my actor in the game wearing the custom helmet it only turns the same time as the actor, when the actor runs about the helmet moves around on his head at a different speed than the actor. Just seems like one thing aftr another, ready to throw in the towel with this modding caper lol Link to comment Share on other sites More sharing options...
ghosu Posted October 31, 2012 Share Posted October 31, 2012 (edited) Dude, you've got some serious problems...10. thread today or what :D? Sounds like it's not weighted properly...you have to weighten meshes to the correct bones so they stay in position when the body moves. Some helmets use only the head bone, bigger ones may use other ones as well...like shoulder, whatever - not sure which bones are directly below the head one, but since i have no idea if you even know how to weighten meshes - or if you just copy/pasted stuff in Nifskope it's hard to tell. OR this could cause the problem as well: http://666kb.com/i/c8k87jpyiaumwwzy1.jpg Make sure that SLSF1_Skinned is checked. Edited October 31, 2012 by ghosu Link to comment Share on other sites More sharing options...
morrowind1979 Posted October 31, 2012 Author Share Posted October 31, 2012 (edited) Dude, you've got some serious problems...10. thread today or what :D? Sounds like it's not weighted properly...you have to weighten meshes to the correct bones so they stay in position when the body moves. Some helmets use only the head bone, bigger ones may use other ones as well...like shoulder, whatever - not sure which bones are directly below the head one, but since i have no idea if you even know how to weighten meshes - or if you just copy/pasted stuff in Nifskope it's hard to tell. OR this could cause the problem as well: http://666kb.com/i/c8k87jpyiaumwwzy1.jpg Make sure that SLSF1_Skinned is checked. Hahah yeah IKR? lol. I think its the weighted thing bcoz when I exported my obj file Nifskope gave me a message about weights wont be exported as the obj format does not support it. Static bind pose will be exported instead. So my next question is how do I weight my mesh lol. tried opening a deadric helmet and importing my trishape over it but the mesh was all corrupt and messed up in CK. Also I noticed the daedric helmet has to NiNodes NPC Spine and NPC Head I tried copying these two branches over to my mesh but it made no difference lol. Also my shader property says SF_skinned_1 not SLSF but I ticked that box anyway and whin sf_skinned_1 is ticked my mesh becomes invisible in CK Edited October 31, 2012 by morrowind1979 Link to comment Share on other sites More sharing options...
ghosu Posted October 31, 2012 Share Posted October 31, 2012 .obj format can't store weight properties so you have to import the mesh to a 3D editor that comes with a nif plugin (Blender, 3DsMax, Maya). http://www.youtube.com/watch?feature=player_detailpage&v=L40qoiuUXL4 http://www.youtube.com/watch?feature=player_detailpage&v=w6481ZYCzkI http://wiki.tesnexus.com/index.php/Creating_an_armour_for_Skyrim._Part_1 Link to comment Share on other sites More sharing options...
morrowind1979 Posted October 31, 2012 Author Share Posted October 31, 2012 Ok cheers I have Blender I will try with that after I go for a shave and a bath. I did however find a workaround with Nifskope by pasting the skindata from the original mesh and creating skinpartitions and using skyrims vanilla wolf hat mesh as a weighting template. This fixed the weighting problem but made my mask mesh invisible with the error message "Bad w-array for 'armor' UrMask2.nif. Value was 1 but should be in the range of 30-32. However using blender and starting from scratch seems like the less complicated option lol Link to comment Share on other sites More sharing options...
morrowind1979 Posted October 31, 2012 Author Share Posted October 31, 2012 (edited) Hi M8 to u have any dload links to a working version of blender and blender Nif Scripts. tried 3 diff version and each time I install teh NIfscrpits I get a console error when trying to import I have python 2.6.6 installed correctly. when I install pyFFI i get numerous "failed to open file errors" This sowftware sucks man lol Edited October 31, 2012 by morrowind1979 Link to comment Share on other sites More sharing options...
ghosu Posted October 31, 2012 Share Posted October 31, 2012 Nah, not using Blender myself...this tutorial lists version that should work, there are newer ones out of course, have seen a thread somewhere today with the newest versions. http://skyrim.nexusmods.com/mods/3790 Link to comment Share on other sites More sharing options...
morrowind1979 Posted October 31, 2012 Author Share Posted October 31, 2012 Finally got it working was a waste of time though lol Blender doesnt export the weights either sigh. Back to nifskope almost got it sussed however when I copy over the skindata from the oblivion mesh it makes my custom helmet sit sideways lol and translation x,y,z or rotation has no effect in game lol. Link to comment Share on other sites More sharing options...
morrowind1979 Posted November 1, 2012 Author Share Posted November 1, 2012 (edited) Finally solved my problem so for anyone else who has this problem hers how I done it(Blender not required): 1. opened bladeshelmet.nif in nifskope and deleted the trishape branch.2. imported my old oblivion mod mesh as an .obj3. opened the old oblivion.nif in a second nifskope window4. Back to the first window(with the bladeshelmet.nif): select the imported tri-shape branch delete branches nitextureproperty, nisourcetexture, nimaterial.5.Block>Insert>BSDismemberSkinInstance, set it the same as SkinInstance in the trishape of the Oblivion mesh6. Block>Insert>NiSkinData and link it to BSDismemberSkinInstance(Now heres the boring part) set all fields in NiSkindata the same as NiSkinData from the Oblivion mesh including all the skinweightvertices(A time consuming pain in the ass but it works, I had to manually set 984 SkinWeights!!!! Just copying and pasting the SkinData Branch results in the model being tilted 90 degrees)7.Copy and paste the NiSkinParttion branch from the Oblivion mesh and link it to BsdismemberSkinInstance etc set partion bodydata to 30. Voila!!! Save mesh and open in Creation Kit! Edited November 1, 2012 by morrowind1979 Link to comment Share on other sites More sharing options...
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