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Canor Morum

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i dont think you guys get it do you?

 

he changed the MODEL!!! removed a part of it... this in turn changes the amount of vertices and their location in accordance to the bones they were weighted to... thus he would need to completely reskin the helmet (the helmet you choose to modify is actually one of the few which need skinning, most others dont as theyre stiff)

reskinning it brings the problem that he'll need to completely resort the bones, transfer the mesh and whatnot in nifskope

its a rather complex process which cant be described in a few sentences... read malo's tutorial to learn how to do it with blender if you really want to have all that touble for this helmet that is...

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Correct, the model has been changed. I think this may be more trouble than it's worth so I'm just leaving the NIF here. If anyone wants to take it over be my guest. I thought of a few ways to re-texture the item but I'm wasting too much time on this one. I'm moving on to work on something else.
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i dont think you guys get it do you?

 

he changed the MODEL!!! removed a part of it... this in turn changes the amount of vertices and their location in accordance to the bones they were weighted to... thus he would need to completely reskin the helmet (the helmet you choose to modify is actually one of the few which need skinning, most others dont as theyre stiff)

reskinning it brings the problem that he'll need to completely resort the bones, transfer the mesh and whatnot in nifskope

its a rather complex process which cant be described in a few sentences... read malo's tutorial to learn how to do it with blender if you really want to have all that touble for this helmet that is...

 

 

Like I said in my first reply, its a skinning problem.

 

whenever you see stretched geometry, its because of a skinning/rigging/bone-weighting problem.

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