AlphaWoIF Posted December 3, 2012 Author Share Posted December 3, 2012 (edited) Thank once again , seems my max may not be exporting obj files correctly as i can remember the uvw's have also been knows too get messed up.But i did the work around a exporting them as nilfs and exported the obj's from there and after writing notes on what works and what dont by trial and error i managed to get a couple of expressions working. Happy and sad.now for the eyes and mouth meshes to.i do now understand why so few modders have done skyrim face morphs on custom heads now to date i can only think of one so i guess im in the minority Atm. http://img267.imageshack.us/img267/3231/facewgm.png Edited December 3, 2012 by AlphaWoIF Link to comment Share on other sites More sharing options...
throttlekitty Posted December 3, 2012 Share Posted December 3, 2012 YES IT'S A LOT OF FUN ISN'T IT Cool you're making progress! Link to comment Share on other sites More sharing options...
Anton0028 Posted January 12, 2013 Share Posted January 12, 2013 Can you share info about Skyrim TRI file format ? Link to comment Share on other sites More sharing options...
Daxner Posted July 22, 2014 Share Posted July 22, 2014 i've been recently pursuing what alphawolf planned to do originally, rigging the face with character's skeleton, but i've reached an obstance i can't seem to overcome - there is some mysterious 8-bone skinning limit on head nif (altogether, not per vertex ofc). i've never had any problem with skinning as many bones as i needed in bodies, but as soon as i skin head with more then 8 bones i'm getting ctd on game load. and it really doesn't matter what bones (vanilla /custom from body / custom from head region) or what skinning (even one skinned vertex per bone with 100% weight), everything's working until i deploy nif with 9+ bone skinned mesh. when i surpass the limit just slightly, sometimes i survive the load and have those vertices, which are skinned to the 9th bone, exploded. but after one or two npc weight changes from console i get a guaranteed crash. i've tried to break head into same-type partitions to get under the limit, but to no avail - seems the limit is mesh based, not partition based.tried to tinker with shader flags, partition flags, niavobject flags, all unknown_* attribs ... even when they're all equal to custom body setup, the limit is still there. even tried to give head sbp-32-body partition id, still nothing. if any1 successfully got head rigging working and is willing to divulge the secret, u'll be forever in my mental hall of fame :smile: Link to comment Share on other sites More sharing options...
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