disdain18 Posted August 15, 2019 Posted August 15, 2019 I have this armor. elara_1.0.7z I was wondering if someone could split the belt/loincloth part as a seperate armor slot. Maybe even add some physics to the loincloth if possible. Thanks in advance!
enya Posted August 16, 2019 Posted August 16, 2019 13 hours ago, disdain18 said: I have this armor. elara_1.0.7z I was wondering if someone could split the belt/loincloth part as a seperate armor slot. Maybe even add some physics to the loincloth if possible. Thanks in advance! Slot 52: Belt_0.nif Belt_1.nif
disdain18 Posted August 16, 2019 Author Posted August 16, 2019 Thank you very much! I actually managed to do it myself using Nifskope and CK ,so I'm really sorry for wasting your time! I 'm now trying to add physics to the loincloth. Anyone can help me with that? I read somewhere that you can Copy bone weights from a similar part of armor that already has physics. I found the dark knight bdo armor and I managed to seperate the lower part (loincloth) using the same method as before with Nifskope . Anyone can tell me if its actually possible to use copy bone weights method to "transfer" physics from Bdo armor to the other one? Also attached the lower part of the Dark knight armor dark knight lower only.zip
shaidien Posted August 18, 2019 Posted August 18, 2019 Yes that is fastest way to do that. You can go from scratch as well you just need OS and nifscope. Make bones by copying and pasting from other bones usually you start with a skeleton and say for skirt bones copy the pelvis bone rename it and move it were you like. Then for like skirt bones are in a chain so past new copied pelvis bone ontop of pelvis bone this will begin the hierarchy. After you made all new bones with new names copy paste your work correcting names into the skeleton from inside OS it's in ref file in bodyslide. This part is what most do not know about. You need the bones placed exactly how you made them in nifscope. Now load the new skeleton and close and reopen OS another step you need to de everytime you change or add bones or bone weights you haft to save close and reopen to have affects. You load new bones from skeleton and paint them then you just need to make a xml for it. Use smp it's way easer to make the xml,s. And it looks better to.
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