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Inspiration needed for a race mod


Mishkax

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Thats the spirit. :D Install 2.6 mainly and maybe use 0.03 for exporting in case 2.6 screws up. I use both at my game comp but only 2.6 at this one I am at now.

 

It took me a while to find that video as well, so I did a manual install, just like we used to do earlier. Both ways works just fine.

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ok,i fixed the khajit teeth models,fixed the serpent tongue model,and added them to my custom race in the cse. now it was tricky to get screenies of her with an open mouth. but what im seeing here?im not sure whats going on,did the teeth get rotated wrong somehow?are they too large?

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Hmm, that's so unearthing old memories of my own initial failures when making my dragon teeth. So what exactly did you do with those meshes?

You took the Khajiit teeth, imported them into Blender (how? which way?), reshaped them so they fit a human head and then exported them into NIF again (again how? which way?)?

 

Teeth in Oblivion are both, mounted to the "head" bone, so they follow along the character and stay in place at the head, and shape and expression morphed, so they move along when the mouth moves, always according to the morph key currently applied.

I don't know if Khajiit teeth have other morph keys now than human teeth or the like. But I do know the connection to the morph files (EGM & TRI) is easily broken by many ways of import/export and editing tools in Blender. Vertex count "and" order need to stay 100% untouched by any means, or you'll need to create a new morph file set.

 

Are you trying to use the edited teeth NIF with the human EGM/TRI files, or did you also copy along the Khajiit EGM/TRI files for the teeth? (If they're Khajiit teeth, they won't work with the human EGM/TRI files and vice versa due to different vertex count and order in both.)

 

Now, I do know the head meshes also have some, what I call, unapplied translation offsets to get them into place above the shoulders. The origin (0-point) of the actual mesh must be where the head node is, relatively. That's why when you import a head mesh into Blender it will be sunk into the ground (maybe also turned or tilted, can't recall). However, you don't want your head to be between your feet, so you give it some translation upwards and back/forth until it sits at the head bone's place. If this translation is "applied" in NifSkope, that is the vertices' internal position gets updated accordingly, then the morphs will no longer work, as they are based on offset from 0, which will then be between your feet again. That's why I call it "unapplied" translation.

 

I'm not sure how exactly it is with teeth, but pretty sure they're also located in dependence to the head bone node. Though their NIFs never have them offset, so it likely doesn't matter here. If you did "move" them in Blender though (the Khajiit snout is a bit longer/more protruding than the human mouth, so you likely did), then there's only 1 of 2 ways that'll be right. Moving the origin, as in Object Mode, is not the right way. Not sure how much change one can introduce to their location in Edit Mode before the morph offsetting will go screwed.

 

My memory's quite fuzzy by now when it comes to details from those many years back, but I do recall I did have to meticulously im- and export only from and to OBJ back then, every time making absolute sure the "keep vertex order" option was definitely checked, and I never could use any of the fancier scripted deform tools, as those would've certainly messed vertex count and/or order up.

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it would be far easier to make adjustments if i could dependably keep her mouth open for any length of time,but that has proved rather difficult. my main point here is that i want the race to look like it was assembled from a variety of parts. now khajit teeth would be ideal but ill settle for orc if need be

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ah ha!a breakthrough! khajit teeth in a human head proper (might need t work on it a tiny bit).choke on this causality! ( next up is orc lower teeth to go with these khajit uppers i think. also the bonus is its modified vanilla assets so its all kosher on the rights angle)

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next thing i need to work on is throwing abit of argonian into the mix. i tryed and tryed but i couldnt find any bodypart meshes for enemy creatures in the bsa files,found plenty of animations though. now if i could take her head mesh and put horns on it?that would be perfect,i know there is dremora hair already availible but i want to alter the head mesh directly so that i can have horns no matter the hairstyle. and i was thinking of making the horns assymetric to give abit more of an unnatural feel

 

EDIT: **** just found one. it wasnt a single bodypart the whole enemy was just one nif file

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