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[Request]Guide Help (Blender/Nifskope)


Mailamea

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Posted

Hello, so I made this parts in blender 2.49b exported as nif file using instructions found in the internet. I'm now confused on how to make it work in Skyrim. I try to attach a skeleton on it and nothing works, I also tried to copy branch the skirt only to an existing skirt with skeleton in nifskope and it doesnt paste branch it gives out an error. Can someone help me regarding this?

 

If it's also ok can someone make the mesh ready for skyrim, I know how to implement it in game once the mesh is ok. Thank you.

 

SjRiWBi.png

 

export33.nif

molagbal_dout.tga

molagbal_nout.tga

Posted
3 hours ago, Mailamea said:

I actually followed this but it gives me an error.

 

I work with Blender 2.79.

Since it's mostly highpoly models (including the body) I use Wavefront (obj).

Blender is too slow for me with skeleton / armature and buggy with highpolys at im-/export.

 

Import and export the obj with axis orientation z up, y forward and scaling 1.0.

 

Skinning I do with Outfitstudio and settings for BSLightingShaderProperty and BSDismemberSkininstance in NifSkope.

(Both will be created by Outfitstudio.)


This is the easiest and safest way for me if custom bones are not used.

Posted
On 9/8/2018 at 6:17 AM, Mailamea said:

Hello, so I made this parts in blender 2.49b exported as nif file using instructions found in the internet.

really?

180909082935820804.jpg

thing exported have no material

 

180909083018611219.jpg

thing exported have no armature either

 

180909082951560085.jpg

that was exported with another game scale?

or nothing from skyrim was imported in blender to check the scale, rotation or translation

 

Posted
Spoiler

 

3 hours ago, yatol said:

really?

180909082935820804.jpg

thing exported have no material

 

180909083018611219.jpg

thing exported have no armature either

 

180909082951560085.jpg

that was exported with another game scale?

or nothing from skyrim was imported in blender to check the scale, rotation or translation

 

 

 

 

Yup skirt is extracted and made with a base from ESO, I used blender 2.49b for import and export, how ever I don't know how to do the reset, since when i try to export a female body and skeleton in nifskope it gives me an error.

Posted
4 hours ago, Andy14 said:

 

I work with Blender 2.79.

Since it's mostly highpoly models (including the body) I use Wavefront (obj).

Blender is too slow for me with skeleton / armature and buggy with highpolys at im-/export.

 

Import and export the obj with axis orientation z up, y forward and scaling 1.0.

 

Skinning I do with Outfitstudio and settings for BSLightingShaderProperty and BSDismemberSkininstance in NifSkope.

(Both will be created by Outfitstudio.)


This is the easiest and safest way for me if custom bones are not used.

Can you teach me how to setup blender 2.79 with skyrim meshes I always get tons of python errors when exporting/importing nifs to blender 2.79

Posted
29 minutes ago, Mailamea said:
  Reveal hidden contents

 

 

 

 how ever I don't know how to do the reset

isn't there a tuto on nexus for that?

there's topics here too

no need for that, the nexus tuto have pictures

 

why did you export that nif anyway?

eso body it's the body you are using in skyrim?

if you don't convert it...



180909010651341795.jpg

wops, that don't fit the body

but it's because of that it was load in blender...

180909010807238192.jpg

now it's ready to be exported as nif

180909010829828541.jpg

wops, too big

180909010819887859.jpg

smaller scale

18090901084415331.jpg

now it's on the body

it's not finished when that fit the body, there's the weights

if a meshe have more than 30k vertices i cut it (don't know the max, but above it's a ctd)

there's the uv map too, if you didn't keep some parts, no need to keep that in the textures to load useless stuff in the ram

Posted
2 hours ago, Mailamea said:

Can you teach me how to setup blender 2.79 with skyrim meshes I always get tons of python errors when exporting/importing nifs to blender 2.79

I don't use Nif. I use obj, because of python errors and deformed mesh.

You can export your body (reference) from Outfitstudio as obj.

Then import this body-obj in Blender (rotation and scale see above).

Import your mesh (skirt?) in Blender reshape etc. and export the mesh (without body) as obj - same rotation and scale.

 

Load your reference body in Outfitstudio and import your skirt.obj -> Copy Bone Weights -> export your skirt as Nif.

Posted
3 hours ago, Andy14 said:

I don't use Nif. I use obj, because of python errors and deformed mesh.

You can export your body (reference) from Outfitstudio as obj.

Then import this body-obj in Blender (rotation and scale see above).

Import your mesh (skirt?) in Blender reshape etc. and export the mesh (without body) as obj - same rotation and scale.

 

Load your reference body in Outfitstudio and import your skirt.obj -> Copy Bone Weights -> export your skirt as Nif.

OHHHHHHHHHHHH outfit studio can handle import and export obj file? That helps a lot, thank you.

Posted
Spoiler

 

14 hours ago, Andy14 said:

I don't use Nif. I use obj, because of python errors and deformed mesh.

You can export your body (reference) from Outfitstudio as obj.

Then import this body-obj in Blender (rotation and scale see above).

Import your mesh (skirt?) in Blender reshape etc. and export the mesh (without body) as obj - same rotation and scale.

 

Load your reference body in Outfitstudio and import your skirt.obj -> Copy Bone Weights -> export your skirt as Nif.

 

 

I need your help again :( , I have made everything perfect now, was able to edit the vertices properly in blender fit it to the body then import it as obj in outfit studio to make the finishing touches, now i export it as nif, but when i open the nif in nifskope the skirt is invisible i can only see the bones from the weight copy :(

Posted
2 hours ago, Mailamea said:
  Reveal hidden contents

 

 

 

I need your help again :( , I have made everything perfect now, was able to edit the vertices properly in blender fit it to the body then import it as obj in outfit studio to make the finishing touches, now i export it as nif, but when i open the nif in nifskope the skirt is invisible i can only see the bones from the weight copy :(

 

Invisible (1) or no NiTriShape available(2) ?

 

There can be two reasons for this - out of the belly:


1)

No valid BSLightingShaderProperty available.
NifSkope Alpha (0.4 - 0.7) will not show mesh if BSLightingShaderProperty is missing or invalid. For Skyrim, the last non-alpha from NifSkope should be used.

Hint: You can install multiple versions of Nifskope and use them separately.

 

2)

The skin with Copy Bone Weights was not complete. (vertices without bone weights / less than 1.0)

Outfit Studio usually issues an error message in this case (before exporting)

 

You can correct the Bone Weights in the Bone Tab.
For skirt and shorts is usual wise Pelvis, Spine, R Thigh, L Thigh (if available - L Butt,R Butt).

 

Bone Brush works for selected mesh and selected bone (only ONE bone and mesh):
- Mouse click = Increase Bone Weight
- Alt + Mouse click = Decrase bone weight
- Shift + Mouse click = Soften bone weight (the strength of the brushes should be increased for this).

Posted

 

Spoiler

 

8 minutes ago, Andy14 said:

 

Invisible (1) or no NiTriShape available(2) ?

 

There can be two reasons for this - out of the belly:


1)

No valid BSLightingShaderProperty available.
NifSkope Alpha (0.4 - 0.7) will not show mesh if BSLightingShaderProperty is missing or invalid. For Skyrim, the last non-alpha from NifSkope should be used.

Hint: You can install multiple versions of Nifskope and use them separately.

 

2)

The skin with Copy Bone Weights was not complete. (vertices without bone weights / less than 1.0)

Outfit Studio usually issues an error message in this case (before exporting)

 

You can correct the Bone Weights in the Bone Tab.
For skirt and shorts is usual wise Pelvis, Spine, R Thigh, L Thigh (if available - L Butt,R Butt).

 

Bone Brush works for selected mesh and selected bone (only ONE bone and mesh):
- Mouse click = Increase Bone Weight
- Alt + Mouse click = Decrase bone weight
- Shift + Mouse click = Soften bone weight (the strength of the brushes should be increased for this).

 

 

 

EDIT : I also copied the weights properly in outfit studio, it shows the exact weights in weight view similar to the body

 

Everything sorted out in blender, editing as obj 

 

O2PrA8R.png

 

In nifskope all seems ok as well 

 

s6pvcuX.png

 

But this is how it looks in game (Sometimes it's invisible when worn)

 

lFikNa3.jpg

 

QioHt8y.jpg

 

Any ideas?

(Attached the mesh)

 

Molag.rar

 

Posted

It`s a Bug with newer version of OutfitStudio.

Copy Bone Weights has no BSDismemberSkininstance created (see picture 2).

 

When I'm at the other computer, I'll see if I have an older working version of OS as a download.

Posted
12 minutes ago, Andy14 said:

It`s a Bug with newer version of OutfitStudio.

Copy Bone Weights has no BSDismemberSkininstance created (see picture 2).

 

When I'm at the other computer, I'll see if I have an older working version of OS as a download.

Thank you very much, how do I go about BSDismemberSkinInstance? or we really need the old OS for this one.

Posted

I don't have a version for you (my OS is not working for standard bodies).

 

But i have a little bit searched and possibly a solution.

 

In newer versions of Outfit Studio you must the mesh set as skinned.

If it works that way, then it's not a bug with OS, but my knowledge is outdated.?

 

 

Quote from ousnius

Quote


You can enable the skinning by loading it into Outfit Studio, double-clicking the shape to the right and unchecking/checking "Skinned".

Make sure to have the latest version of BodySlide for this.

 

Then copy bone weights from the body.

 

 

Posted
16 minutes ago, Andy14 said:

Please tell me if it works or not.
Important for me, before I write again, OS has a bug, etc.:classic_blush:

Sure thing, I'm at work atm. I'll check it out when I get back.

Posted
1 hour ago, Andy14 said:

Good luck - I'm curious if it works ?

Everything works properly now, :( in nifskope only, I got the mesh to show up properly. However this time I can't even put the mesh to CK since when I select the mesh it crashes CK.

 

snip.JPG

 

Molag.rar

Posted

It's much better, but not realy good.

Toes and left fingers, helm and tail are not valid skined.

You see the stretch on toes, tail, helm and left hand? This is missing bone weights.

 

This is first Part - all vertices must be skinned to 1.0 ( for 1 bone or proportionately in the sum)

As Example - the Helm: This Veritices should have a Bone Weight off 1.0 (100%) to Head Bone.

Hint: The vertex-number and Bone Weight of current Bone is in the right bottom corner, if you use the bone brush and move over the mesh

 

That is the same in Blender, 3ds or Maya etc - allways the same rule.

 

 

The second Part is - you need  Partions in BSDismemberSkinInstance and then a Slot Number:

 

Here your Nif as Example:

 

Partitions is 0 - this is wrong:

no_partitions.png.5df2db546275a27a8d93162de235684d.png

 

Here the Edited Version:

with_partitions.png.b52f6b10f73214924f234458df76481d.png

Partitions is 1 and Slot is 32.

 

To Edit that.

Double Click on 0 (picture 1) and enter 1.

Then double click on the refresh arrows (a line below)

Now enter 32 or use the pick list.

 

 

 

 

Another possibility is to neutralize the Nif itself.
Then only the esp determines.

 

For this:

Right Click on BSDismemberSkinInstance ->Block -> Convert -> NiS...- > NiSkinInstance.

With this, your Nif is neutral.?

 

 

Lastly, your meshes should be "Has Vertex Colors" true.
Can be found in NiTriShapes in block details - scroll down a bit.

 

 

PS: Good to know the OS is ok, only my knowledge is out of date. You never stop learning.

 

Posted
Spoiler

 

9 hours ago, Andy14 said:

It's much better, but not realy good.

Toes and left fingers, helm and tail are not valid skined.

You see the stretch on toes, tail, helm and left hand? This is missing bone weights.

 

This is first Part - all vertices must be skinned to 1.0 ( for 1 bone or proportionately in the sum)

As Example - the Helm: This Veritices should have a Bone Weight off 1.0 (100%) to Head Bone.

Hint: The vertex-number and Bone Weight of current Bone is in the right bottom corner, if you use the bone brush and move over the mesh

 

That is the same in Blender, 3ds or Maya etc - allways the same rule.

 

 

The second Part is - you need  Partions in BSDismemberSkinInstance and then a Slot Number:

 

Here your Nif as Example:

 

Partitions is 0 - this is wrong:

no_partitions.png.5df2db546275a27a8d93162de235684d.png

 

Here the Edited Version:

with_partitions.png.b52f6b10f73214924f234458df76481d.png

Partitions is 1 and Slot is 32.

 

To Edit that.

Double Click on 0 (picture 1) and enter 1.

Then double click on the refresh arrows (a line below)

Now enter 32 or use the pick list.

 

 

 

 

Another possibility is to neutralize the Nif itself.
Then only the esp determines.

 

For this:

Right Click on BSDismemberSkinInstance ->Block -> Convert -> NiS...- > NiSkinInstance.

With this, your Nif is neutral.?

 

 

Lastly, your meshes should be "Has Vertex Colors" true.
Can be found in NiTriShapes in block details - scroll down a bit.

 

 

PS: Good to know the OS is ok, only my knowledge is out of date. You never stop learning.

 

 

 

 

Thank you, I really appreciate the knowledge you have given me, I'll follow this and try to put it in CK to see if it crashes.

Posted

Ok I'm literally out of ideas now, so I did it small and part by part checked every instruction checked every details, bsdismember, bsshader, trishape etc. It still crashes on CK when I load it up. :(

 

MolagHead.nif

 

snip.JPG

Posted

The Picture of the Head and the Head.nif is different?

 

The Head.nif has a bad skin.

Here a freehand correction from me: MolagHead.nif

 

A picture of your nif in OS - you should the Bones scale with the Slider to show bad Areas.

 

your_nif_spine2_scaledown.jpg.28e93407b5a53ce908fcc1da04df31b2.jpg

 

And the freehand correction from me

spine2_scaledown.jpg.bb849979de36b38d96c7d2ec52d5af46.jpg

 

 

The same bad skinn was for the head bone.

The neck, i have all vertices with 100% Bone weights of Spine2 set.

 

Hint: All vertices MUST have a 100% Skin. Allways.

 

You use a model space/ object space normal? Or a tangent Space?

If not a tangent space, maybe you need changes in BSLightingShaderProperty ShaderFlags 1.

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