Medved9999 Posted January 6, 2013 Posted January 6, 2013 So I'm trying to make a towel that goes around the waist. I'm using a mesh from Goma 5 pose mod. It's made out of two pieces, both of which I've added to another mesh (I think underwear) that I used as base since it has all the bones. Everything looks good in Nif Scope, but when I try to add it to game via CS, it only shows up fully if I set it as a Static. Otherwise if I try to make it into a clothing piece, only the part I used as base, which is legs shows up on any given character but the towel doesn't. What's my problem? Any help would be greatly appreciated, not to mention you can keep the file I'm attaching if you fix it and if you want it. Towelbottom.zip
movomo Posted January 6, 2013 Posted January 6, 2013 Man you really can see the towel static item in game? Because its texture path is set as clothers\~~ . And it has no NiSkinInstance node. This means you need to weightpaint to get this to show up as a clothing. Bone weight determines how strongly a vertex should move along which bone, as some animation plays.
Medved9999 Posted January 7, 2013 Author Posted January 7, 2013 Yes, it showed up in game as a static item. The texture path is screwed up because I messed it up when I made the new folder structure to upload the file. But I didn't know that weightpainting was required for making clothing. I'm still new to this. So I'll try that. Thanks a bunch.
movomo Posted January 7, 2013 Posted January 7, 2013 Bone Weight Copy script in blnder is very good to start with and simple to use but can be tricky to get satisfactory result depending on the shape of the object. Figuring from what the towel looks like, perhaps you can copy from a vanilla(or from whatever) skirt. Well first you need to start up blender it's not difficult but probably will wear you out if you're not experienced. However once you learn how to handle it it's very funny.
Medved9999 Posted January 11, 2013 Author Posted January 11, 2013 Then let the pain begin. I better hit the tutorials.
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