YouDoNotKnowMyName Posted May 1, 2021 Share Posted May 1, 2021 Good evening everybody! Is it possible to have a mesh that can be "transformed" by a script (changing the geometry)? Why I thought about this:At the start of the game when you create your character, you can adjust the shape of different parts of the face.This is basically changing the geometry of a mesh. So, maybe it is possible to change the geometry of other meshes at runtime, with something like a script ...(Probably not, the "player character creation" thing to change the mesh of the player character is probably hardcoded somehow and the functionality can't be used to "change" other meshes ...) And if it is possible, how could this be done?If anybody has any thoughts or ideas about this, let me know here ... Link to comment Share on other sites More sharing options...
RoNin1971 Posted May 1, 2021 Share Posted May 1, 2021 Not sure exactly what you have in mind by "change at runtime with a script".Such transforms usually require morphs. In other words, another mesh. Like with 'chests'. Basic is a small chest, your morph has the big ones, and then you set the slider halfway for a nice size :PThe use of skeletons and stretch zones is another approach for transforming geometry. So, you'll probably need a prepared nif file for that. Link to comment Share on other sites More sharing options...
niston Posted May 3, 2021 Share Posted May 3, 2021 There are morphs.I don't know exactly how they work, but AAF uses them to switch between erected/flaccid. Link to comment Share on other sites More sharing options...
YouDoNotKnowMyName Posted May 3, 2021 Author Share Posted May 3, 2021 There are morphs.I don't know exactly how they work, but AAF uses them to switch between erected/flaccid.Interesting ...I never thought that I'd look at those mods to "learn something" ...;-) Link to comment Share on other sites More sharing options...
DocClox Posted May 5, 2021 Share Posted May 5, 2021 You'd probably need to make an animation for the mesh using what they call "shape keys", and then add a Controller to the nif so you could play the animation from Papyrus Link to comment Share on other sites More sharing options...
pepperman35 Posted May 6, 2021 Share Posted May 6, 2021 Something to look at as an example (maybe). In the quest The Molecular Level do the principle components of the Signal Interceptor get altered via script after the player gets transported? I recall them getting damaged but can't recall if the damage nodes were part of the nif files or not. Link to comment Share on other sites More sharing options...
DocClox Posted May 6, 2021 Share Posted May 6, 2021 I think the damaged transporter is a separate nif. The cable that breaks loose during the scene might be worth a look though. Link to comment Share on other sites More sharing options...
YouDoNotKnowMyName Posted May 6, 2021 Author Share Posted May 6, 2021 I think the damaged transporter is a separate nif. The cable that breaks loose during the scene might be worth a look though.That cable thing is probably just an animation. Link to comment Share on other sites More sharing options...
Recommended Posts