tankerlover Posted March 1, 2021 Share Posted March 1, 2021 How to change left side of an object into its front side in nifskope? Link to comment Share on other sites More sharing options...
Hanaisse Posted March 1, 2021 Share Posted March 1, 2021 Such an ambiguous question ... If you mean redirect the texture to the front side, you could probably do that by editing the UV (right click on the trishape > Texture > Edit UV) depending on the mesh and the way it's set up. If you mean move the entire mesh layout of the left side into the front, no, not possible. You'd need a 3D modeling program such as Blender or 3DS to move actual verts and polys. Unless you mean to just rotate it so the left is toward the front, you can do that in the translations. Providing a more specific example of what you want to accomplish would be helpful for people to help you. Link to comment Share on other sites More sharing options...
tankerlover Posted March 2, 2021 Author Share Posted March 2, 2021 (edited) yeah what i means is just rotate it. Im trying to make eyebot follower but the problem is when it move forward, its eyes face to the right (move like a crab lol). This is my first time using nifskope so im really noob. I already tried the translations but it doesnt work quite right since it have multiple mesh (or ninodes u call?) Edited March 2, 2021 by tankerlover Link to comment Share on other sites More sharing options...
Hanaisse Posted March 2, 2021 Share Posted March 2, 2021 If you want to rotate the entire mesh to the left you only need to change the translation of the root node - the very top node in the nif - by changing the Rotation R value to -90. Link to comment Share on other sites More sharing options...
tankerlover Posted March 2, 2021 Author Share Posted March 2, 2021 i tried it but it still wont rotate. the only way to rotate the mesh is by changing the rotation r value of BSTriShape individually. Rotating mesh individually bring more problem than solution to me Link to comment Share on other sites More sharing options...
Hanaisse Posted March 2, 2021 Share Posted March 2, 2021 I've just been tossing out suggestions since I have no idea what your mesh is or how it's made. If it's a rigged mesh, then no it won't work and its rotation depends entirely on it's skeleton. Maybe post some pictures of what it is, or post the actual nif somewhere. Link to comment Share on other sites More sharing options...
tankerlover Posted March 2, 2021 Author Share Posted March 2, 2021 (edited) https://drive.google.com/file/d/1935Nnpn_SZMtfOP5o1T-HlmiqxRcEjBT/view?usp=sharing btw i got this model other mod. im using it for personal use Edited March 2, 2021 by tankerlover Link to comment Share on other sites More sharing options...
Hanaisse Posted March 3, 2021 Share Posted March 3, 2021 Right, so, complex animated mesh. You will not get this to turn around using NifSkope. The animation is set at that orientation and that information is also stored in the behavior file. But that shouldn't matter as you can just turn it in whatever direction you want in the CK. How are you planning to make this "move" as a follower when it's essentially a static mesh? Link to comment Share on other sites More sharing options...
tankerlover Posted March 3, 2021 Author Share Posted March 3, 2021 i replace the other eyebot mod model with this one. btw how did you change the direction with ck? Link to comment Share on other sites More sharing options...
Hanaisse Posted March 3, 2021 Share Posted March 3, 2021 That's my point. This one has parts that move but it doesn't move itself, so how are you making it "follow" ? You said in your first post it walks funny. That's because it's not made to walk like a creature. (Once you place a model in the render window you can rotate it with right click) Link to comment Share on other sites More sharing options...
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