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Nifscope Floating Objects


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Posted

Hello,

 

I'm trying to add antlers to a hair mesh, but whatever i do they just "float" (don't move with the character). The "skinned" box in flags is checked.

 

I know it can work because i did it before, but i can't seem to find it how i did it :D 

 

Thanks in advance !

Posted

You mean "skinned" as ShaderFlag or you have a skin?

BSDismemberSkinInstance or NiSkinInstance is a skin.

 

You can create a skin with "Copy Bone Weights" in Outfit Studio (for example).

Load your hairmesh, set it as Reference. Import your antlers, select this and right click-> Copy bone Weights.

Export your antlers (without reference)

Posted

Do i have to do it with bodyslide ? I know i did it with just nifscope before :D

 

And yes, the shader flag 1 is skinned, which was the main suggested solution for my problem, but it was always "skinned" to begin with.

 

What i am trying to do is combine hair with the antlers.

Posted
49 minutes ago, deskchairlamnp said:

Do i have to do it with bodyslide ? I know i did it with just nifscope before :D

 

And yes, the shader flag 1 is skinned, which was the main suggested solution for my problem, but it was always "skinned" to begin with.

 

What i am trying to do is combine hair with the antlers.

Skinned as a shader flag does not mean the mesh has a skin.
It is important for the presentation / interpretation of a mesh.
Ground / World models (preview models) may not have a skinn nor a shader flag. Keyword crafting menu, equipment menu etc.

 

What is necessary to create a skin I have already described (as an example for OS).

 

If it is an antler, NPC Head should be sufficient as a bone for the skin.

If you do not know any further, you can also publish the Nif here or send it as a PM.

Do not worry, I do not need your Nif for me, just to help ;)

Posted
9 minutes ago, deskchairlamnp said:

Sadly it does not work, antlers dont show up in game anymore and a copy of the hair is floating now :D

if that mesh was load before, it's because it was named npc head

also because of that it don't move, conflict with bone npc head

 

in the thing he have export the nif with have rename that to antler

bone npc head was rename to antler too, so no more bone npc head for the hair meshe

 

it's a hair or an armor? one meshe have sbp 131 (why not 31? 131 it's unused leftovers), another have sbp 42 (helm)

 

001_flippingoutF.nif

Posted
35 minutes ago, yatol said:

if that mesh was load before, it's because it was named npc head

also because of that it don't move, conflict with bone npc head

 

in the thing he have export the nif with have rename that to antler

bone npc head was rename to antler too, so no more bone npc head for the hair meshe

 

it's a hair or an armor? one meshe have sbp 131 (why not 31? 131 it's unused leftovers), another have sbp 42 (helm)

 

001_flippingoutF.nif

Hey,

 

It's hair. 131 was the original's hairs mesh, so i left it like that. I managed to add the antlers to the hair before, with everything working normally and no CK edits.

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