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CK Head not positioned correctly.


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Posted

I'm back! With a huge thank you to those who helped me get the hair situation figured out, I've progressed quite a bit but ran into a problem and hopefully someone knows how to fix it. I have the custom body meshes and textures successfully uploaded to CK, though found some issues that I was able to correct, including CK crashing while viewing the body/face. This happened because I was using a head from ygNord, instead of the default male head when transferring the NiTriShapeData from one head to the other to make sure I have all the proper nodes. Unfortunately I had to re position the head in 3ds Max because said transfer caused the head to be way far from the bone nodes. Well, I think I have that figured out but now I'm left with a particular problem. The head is still not resting where it should be upon the body. It's actually too far back, leaving a large gap between the neck and chest, and causing the eyes and mouth to bug out. Kinda gross looking. Also, I can only view the head in full preview mode, as it's still rendering invisible in the Head preview. I was wondering if anyone has found a solution for this sort of problem? I'll upload the head .nif file if you need to take a look at it. It's possible somethings missing or didn't translate over. 

TrahearneHead1.nif

Posted

I don't know much about this, but you could try importing your head nif and body nif in OutfitStudio. There you can align the head and body, export it and it shouldn't be giving you more surprises. I always use this tool to align meshes and it hasn't failed on me yet.

Posted
6 hours ago, Ezarr said:

I don't know much about this, but you could try importing your head nif and body nif in OutfitStudio. There you can align the head and body, export it and it shouldn't be giving you more surprises. I always use this tool to align meshes and it hasn't failed on me yet.

I'll give that a try and see if it works.

 

Posted

How bizarre. I imported both the head and body into outfit studio and it is aligned perfectly, just like it is in NifScope. Seems the only hang up is in CK. I still wonder why it's having an issue with the head... 

 

outfitstudioref.jpg

Posted

All that matters is for it to be aligned in-game. As long as it is looking good in-game then don't bother how it looks in CK, NifSkope or OutfitStudio.

Posted

Oh good lord.

 

I changed the weight in ck from 50 to 100 and that fixed the neck. ? :Facepalm: The head works now. Unfortunately, Ck keeps crashing upon preview so I need to dig up the source of that.

Posted
9 hours ago, DiscordOfSound said:

Oh good lord.

 

I changed the weight in ck from 50 to 100 and that fixed the neck. ? :Facepalm: The head works now. Unfortunately, Ck keeps crashing upon preview so I need to dig up the source of that.

 the head tri files url correct? Have you added the new race in head races.tri?

Posted
10 hours ago, Ezarr said:

If you're using custom head mesh that might be causing the crash. I think CK can only load vanilla head.

I converted the head mesh to the default male head mesh, as I sort of suspected that anything made with Custom Races would cause CK to crash. Custom races is apparently unreadable by CK, but that's ok. Easy transfer. I also made sure to enable error messages, as annoying as they are they are necessary. The head shows in full preview, not in head preview (It's still eyeballs/mouth), but I'm hanging on a guess that it's not a big deal. However, the textures suddenly turned vanta black on the face. Again, looked it up, it was due to weighting the head at 100. Changed the weight back to 50 and although I can't really see in game yet how that effects the neck issue, the face looks great, even in game. Head tri's. work as far as I can tell from him yabbering at me and eating bread. I have will have to pop in CK and remove the clothing to check how the neck looks. I also took some advice to get the textures routed to textures/actors/characters/"My mod name",  and went back in nif to change texture paths. So far, no crash! And no crash in game! I haven't set the recruitment params yet, that's for later today. But.... It is working so far.. Thank you everyone for letting me pick your brains. This has been a learning experience! 

 

 

ScreenShot3.jpg

Posted
1 hour ago, Swe-DivX said:

 the head tri files url correct? Have you added the new race in head races.tri?

Oh, I did take the tri files and copy them to the mod folder, including the customization and racemorphs .tri files. I had to do a double take to make sure they were included. Oddly, I had to unpack my Skyrim mesh Bat file to get the head tri, as well as unpack the male head nif as it wasn't in the folder. 

Posted
1 hour ago, DiscordOfSound said:

Oh, I did take the tri files and copy them to the mod folder, including the customization and racemorphs .tri files. I had to do a double take to make sure they were included. Oddly, I had to unpack my Skyrim mesh Bat file to get the head tri, as well as unpack the male head nif as it wasn't in the folder. 

You need to add your race in headraces.tri. Delete all races not Nord i your case, and rename Nord race to your race. Don't forget the space in the name MyRace [1].

 

CK support custom races 100%. You need to use the tri files to get it right. Or use a Default head nif. Custom Default head will backfire when you want to create RaceMenu presents i the future. ?

 

Don't create new races on a Custom tri race. Always start with Nord and import custom head.

 

One of AGERaces tri files. Now this is a female head. Works the same way. And you will have no neck errors ?

 

To do a complete race you can do them all.

femaleheadeyesraces.tri

femaleheadraces.tri

femaleheadbrowsrace.tri

femaleheadmaskleftsideraces.tri

femaleheadmaskrightsideraces.tri

mouthhumanfraces.tri

 

Now in CK your race will be complete.

 

 

femaleheadraces.PNG

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