mohonay Posted January 31, 2013 Share Posted January 31, 2013 I'm very new to modding, I'm sort of learning as go in a custom armor mod im working on. My plan is to create custom meshes over an existing vanilla armor to simplify things. I've been importing the .nif's into the old version of blender, saving the pieces as .blends and working on them blender 2.6. For some stupid reason a created my custom helmet, the most frustrating experience of my life, in its own scene instead of opening the vanilla hood that I plan on attaching it to and making it there. I understand linking objects and how I'm not able to edit them. Is there anything I can do that I can link my custom mesh and be able to edit, or perhaps an alternative solution that doesn't involve the link function? I really do not want to have to make that helmet again. Another, minor, issue: How do I show the outliner/preferences windows so that they are minimized to the right side of my 3D veiw, like how its displayed when you open blender? I apologize if I'm disgustingly noob-ish. Link to comment Share on other sites More sharing options...
gamefever Posted January 31, 2013 Share Posted January 31, 2013 Append Library Look that up in Youtube.Most of the questions you have will have answers on YouTube, but you'll be watching a lot of offtopic stuff to gain insight into making objects for the game. You'll have to export the helmet as a .OBJ to get it back into Blender 2.49b Don't waste time trying to build on top of the already existing helmet. Hint-Some of the best Tuts are in languages I don't comprehend!! But the buttons are the same!-Besides most of the talking these guys do is actually wrong or idle chatter. -Your better off building your objects off the body, head, hands that you are making the items for.-Pick one Unp, UnpB, CBBE, roberts body, ADEC, etc etc Link to comment Share on other sites More sharing options...
neomonkeus Posted January 31, 2013 Share Posted January 31, 2013 You'll have to export the helmet as a .OBJ to get it back into Blender 2.49b Whatever you do don't do this. You will lose all vertex weight data which is used by bones to influence the mesh! Link to comment Share on other sites More sharing options...
neomonkeus Posted January 31, 2013 Share Posted January 31, 2013 (edited) As you can see the "BSFaceGenNiNodeSkinned" is only a name of common NiNode block. Yes, this block is source of problem when importing into blender. All its NiTriShapes are skinned and in each NiSkinInstance or BSDismemberSkinInstance block there is "Skeleton Root" linked right to this block 3, which is unusual and probably source of import error "ValueError: cannot find a chain of NiAVObject blocks between NPC Head [Head] and BSFaceGenNiNodeSkinned.". The "SkeletonRoot" is usually linked to root node of nif (i.e. block nr. 0) which contains links to bone nodes (in this case blocks 1 and 2). But when "SkeletonRoot" is linked to block 3, which have no links to bone nodes, importer can't find "chain" between block 3 and block 1.When I relinked "Skeleton Root" of each NiTriShape to block 0, the nif was successfully imported in blender (of course also made appropriate nif tweaks - versions, removing unsupported blocks). Due to a post some time ago I have opened several nifs from this directory and I must say that these are something of a "trap" for modders. They are not supposed to be used in game but only in CK's face gen, so in these nifs "some rules are broken". One of them could be right this problem - linking Skeleton Root to bad node. Other is, that bone nodes have no translation/rotation set, but on skinned objects these nodes always have identical translation/rotation as nifs of parts of body. Other thing could be texture paths which don't start with "textures" string very often, although it is minor problem. I think that CK engine ignores these things when rendering head in facegen tab of Actor object as they are probably useless for this case. But in game it could be a problem. And maybe that name "BSFaceGenNiNodeSkinned" is some of special name right for CK engine. I will get Amorilia to review the code that checks the code for links but I think this is [wont fix]. Edited January 31, 2013 by neomonkeus Link to comment Share on other sites More sharing options...
VectorPlexus Posted February 1, 2013 Share Posted February 1, 2013 You'll have to export the helmet as a .OBJ to get it back into Blender 2.49b ermmm... there is a "save as legacy" in blender that allows you to open files from 2.6x correctly in 2.49 xP And neo is right, you'll loose the weight mapping, BUT you can use OBJs, if you're just planning to use it as a morph target (which is ideal when making the _0 and _1 versions) Link to comment Share on other sites More sharing options...
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