JaydoDre Posted February 25, 2013 Share Posted February 25, 2013 (edited) I have had this problem for as long as Skyrim has been out and lost countless modding days on it. I really hope someone can help. I find myelf in situations where I need to use an existing armor/body mesh, modify/delete a part of it and then put it back into the game.The problem is that in order to make the morpher/slider for that object work in the game I need to have both the "skinny" mesh and the "fat/musuclar" version ( _0.nif and _1.nif), but if you import the skinny and the fat versions of a particular mesh into the modeling program and then delete a part of each the vertex numbers get changed and so when you export both versions back into the game the body morphing between them does not work (I think even if you do not delete anything the vertices get messed up upon import). My question is: Is there a way to make two existing objects that contain the same number of vertices and polys morph correctly in the game without having to painstakingly reshape one of them to look like the other (which is what I'm having to do now and it costs a load of time)?...like for example maybe there is there a way to reset the vertex numbering of the "fat" and the "skinny" objects? P.S. I use 3ds max as the modeling program. Edited February 25, 2013 by Jedo_Dre Link to comment Share on other sites More sharing options...
VectorPlexus Posted February 25, 2013 Share Posted February 25, 2013 (edited) Import both, and before deleting anything, join them as Morph Targets/Shape Keys (don't know how to do it in 3DS but search for 3DS morph target) Edited February 25, 2013 by VectorPlexus Link to comment Share on other sites More sharing options...
hardarg Posted February 25, 2013 Share Posted February 25, 2013 (edited) Use Edit Poly modifier, and delete the vertices for the skinny mesh. Once you finish with the edits, you can copy the modifer to your fat mesh. Re-set your BSDismbember afterwards for both morphs as that tends to screw up. Then export. Edited February 25, 2013 by hardarg Link to comment Share on other sites More sharing options...
JaydoDre Posted February 25, 2013 Author Share Posted February 25, 2013 Use Edit Poly modifier, and delete the vertices for the skinny mesh. Once you finish with the edits, you can copy the modifer to your fat mesh. Re-set your BSDismbember afterwards for both morphs as that tends to screw up. Then export.That was just crazy enough to work, captain!I can't believe how much time I wasted on reshaping stuff before:( With the morpher you can never tell. Sometimes it works and sometimes you get a screen full of polys.... Link to comment Share on other sites More sharing options...
hardarg Posted February 25, 2013 Share Posted February 25, 2013 I know how you feel, man. I used to trust 'em morphers, until they recently started going haywire on me. Literally had me bald from pulling out my hairs.With Edit Poly, I had much more control. :thumbsup: Link to comment Share on other sites More sharing options...
JaydoDre Posted February 26, 2013 Author Share Posted February 26, 2013 I'm sorry to return, but I just wanted to share another discovery relating to morphing/slider. It seems to be a month of discoveries for me. If you have multiple armor/body objects that you are exporting from the modelling program by selecting those objects and choosing "export selected" then you must select the "skinny" versions of those objects in the same order as when you select their "muscular" counterparts or they will be assigned to different numbers in their respective nif files and that will cause the mesh in the game to be messed up (I know this problem sounds very specific but I export meshes this way all the time and then wonder why my vertices explode all over the screen). Only took me like a year to figure that one out as well. Link to comment Share on other sites More sharing options...
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