Baelkin Posted December 8, 2008 Share Posted December 8, 2008 I've run into a small problem with model clipping which I was hoping could be solved in NifScope. The premises are pretty basic - I've been making a reskin of one of the original game models and have, much to my dismay, observed that the game character, or rather his hair, clips through item in question. Now my question is, is there any way of solving this problem using NifScope settings, or do I have to modify the mesh itself and then reimport it into NifSkope and override the original model? As can be seen on the attached screenshots the whole problem is a bit silly all things considered, especially since retexturing the item seems to enchance the problem for some reason or other. You can see what I'm talking about with my expertly added circles and arrows on both attached screenshots - the first screenshot shows the problem on the vanilla Fallout 3 Oasis Druid Hood and the second screenshot shows it on my retextured version. Link to comment Share on other sites More sharing options...
SpeedyB64 Posted December 8, 2008 Share Posted December 8, 2008 This depends on how the model is done. If it has a skin instance than I think would be difficult to fix. If it doesn't have a skin instance than it is as easy as moving the model up a little bit. Link to comment Share on other sites More sharing options...
Baelkin Posted December 9, 2008 Author Share Posted December 9, 2008 Well I didn't really want to mess with the model in a 3D editor, so I figured I'd explore my possibilities in NifSkope. Seems I managed to fix the problem by scaling the vectors of the Z coordinate in NifSkope by around a factor of 1.050'ish, which "stretched" the entire model a little on the Z axis, but due to it being cloth, it's not really noticable in the final result. I did try changing the "translation" coordinates on the NiTriShape, though it didn't seem to do anything at all so I guess I'll just settle for my own little "hack" until further notice. No need to use a chainsaw when all is needed is a scalpel and all that. :D Link to comment Share on other sites More sharing options...
SpeedyB64 Posted December 9, 2008 Share Posted December 9, 2008 When I said moving the model up I meant in nifskope ;) Link to comment Share on other sites More sharing options...
Baelkin Posted December 9, 2008 Author Share Posted December 9, 2008 When I said moving the model up I meant in nifskope ;) Oh ah, hehe, well is there any way of moving it up besides the "translation" option? It seems like the model automatically snapped to the bone structure of the character rather than using the offset of the model itself. Link to comment Share on other sites More sharing options...
SpeedyB64 Posted December 9, 2008 Share Posted December 9, 2008 Well I guess it has a skin instance and that it is rigged to the skeleton. I think you could use the translation to move it up some. I haven't done much with rigged models as they are very difficult to work with ATM. Also keep an eye on where the hat is moving. The translation axis is sometimes different in the game than in nifskope. I was working on a hat and I moved it up in nifskope but it moved sideways in-game, it took a lot of trial and error to figure out which way was which. Link to comment Share on other sites More sharing options...
Baelkin Posted December 9, 2008 Author Share Posted December 9, 2008 Well I guess it has a skin instance and that it is rigged to the skeleton. I think you could use the translation to move it up some. I haven't done much with rigged models as they are very difficult to work with ATM. Also keep an eye on where the hat is moving. The translation axis is sometimes different in the game than in nifskope. I was working on a hat and I moved it up in nifskope but it moved sideways in-game, it took a lot of trial and error to figure out which way was which. True, NifSkope does seem a bit odd sometimes when it comes to the co-ordinates, at least when you export models as .obj - mine always turn out with a 90 degree rotation for somer reason, which could have an effect in-game as well, effectively ending up making a move along the Z axis in NifSkope a move along the X axis in-game. Edit: Ok, maybe not. Tried changing the Z offset by 75 but it didn't have any affect ingame. Probably because the rigging pulls the mesh down into the correct position instead of using the defined offset. Link to comment Share on other sites More sharing options...
SpeedyB64 Posted December 9, 2008 Share Posted December 9, 2008 Rigging always makes things difficult. If only we had whatever tool Bethsoft uses to export models. Link to comment Share on other sites More sharing options...
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