VaSTinY Posted March 31, 2013 Share Posted March 31, 2013 (edited) Hi everyone, I've been trying to "combine" two meshes in NifSkope - aka putting a little Centurion Helmet on a Radroach ;D Please note that, I am a newbie/beginner with NifSkope and this is how I self-taught myself to do this - and this usually works perfectly fine for static meshes, etc. So here I am in NifSkope. I've extracted "centurionhelmet" and it's respective world model, and "roach" and it's respective skeleton from the game's .BSA archives. I click Copy Branch on the NiTriShape that contains all the data for the mesh of the main helmet.http://i47.tinypic.com/295tgr5.png I then go over to the Radroach, and Paste Branch into the NiNode branch as this is what usually works for Static Meshes.http://i48.tinypic.com/332tph2.png The helmet's mesh appears inside the NiNode branch as it should, and shows in the 3D view.http://i50.tinypic.com/vh6yjd.png I of course notice that the helmet is misaligned and named incorrectly. I right click the helmet's NiTriShape branch that I just Pasted, and select Transform>Edit - and proceed to correct the position, rotation, and it's name.http://i46.tinypic.com/jue9ky.png Everything looks good up to this point. I save the edited Radroach mesh as it's own .nif file in the same folder and folder structure as the original roach.nif that I started off with. I fire it up in the GECK and select the unique Radroach mesh that I just saved, in the ModelList tab of the NPC, I update the preview - And then the following results:http://i50.tinypic.com/28k7qza.png As you can clearly see (I hope), the helmet is misaligned, mis-sized, and unrotated - It is in it's original position that it was when I Pasted it into the Radroach's NiNode branch (See picture 3), and completely ignores my changes to the rotation, position, and size of the mesh.This problem also appears in-game. The helmet is attached to the head and moves with it's head like I want it to - But the helmet's mesh itself is completely wonky. Any help would be appreciated, I would love to get this working! Edited March 31, 2013 by VaSTinY Link to comment Share on other sites More sharing options...
dangman4ever Posted March 31, 2013 Share Posted March 31, 2013 Under Transform, hit "Apply" after you've gone through "Edit". That should fix the alignment issue. Link to comment Share on other sites More sharing options...
VaSTinY Posted March 31, 2013 Author Share Posted March 31, 2013 Under Transform, hit "Apply" after you've gone through "Edit". That should fix the alignment issue. I've tried that, it screws the placement up even more by putting it around the place it would be if it was a human wearing it:http://i49.tinypic.com/2130sh5.png Link to comment Share on other sites More sharing options...
dangman4ever Posted April 1, 2013 Share Posted April 1, 2013 Hmm, probably something still in the data for that helmet that signifies it as a human item. Link to comment Share on other sites More sharing options...
VaSTinY Posted April 1, 2013 Author Share Posted April 1, 2013 Hmm, probably something still in the data for that helmet that signifies it as a human item. Yeah I think so too, I mean I do like it how it automatically attaches it to the head of the Radroach so it moves with the head - only not how it's positioned when it does so. If anyone knows if it's even possible to change that, I would love to know how Link to comment Share on other sites More sharing options...
DizzasterJuice Posted April 1, 2013 Share Posted April 1, 2013 Yes it's easy to fix with the right tools.The problem is that the helmet is skinned to a human head. To fix it open in 3ds max or Blender. Delete the skin modifier and dismemberment modifier from the stack of the helmet. Copy the skin modifier from the roach and paste it to the helmet. In advanced settings uncheck "always deforms". Make a new dismemberment modifier and export. Link to comment Share on other sites More sharing options...
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