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Equipable amputation ->femalehnad.nif and hand.nif


Nepro

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In object mode, select the hands. Then go into edit mode, deselect everything, and select a single vertex.(On the hand that you want to remove.) Then go into the select menu, and there should be an option like "Select connected vertices," or something, which you want to click. Then hit delete, and confirm.

 

I advise you avoid deleting nodes, though. Otherwise you may have to re-weigh things, and I have no idea how to do that.

 

(Keep in mind, that your game will still act like there's a hand there, so you may get phantom hands if you try to hold weapons.)

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I want to make equitable amputation/mutilation. I couldn't figure out in blender or nifscope how to delete the left or right hand mesh. I could delete the nodes but not the mesh... Please help me. :)

 

Well..basically you want to create a piece of armor or clothing with a mesh that has a particular shape. So your starting point will be to follow any relevant armor creation/modification tutorials.

 

First, though, make sure that you are set up to import nifs. An easy way to do that is with a portable copy of Blender

 

http://oblivion.nexusmods.com/mods/42755

 

Then you'll need to import the mesh that you want to modify.

 

http://wiki.tesnexus.com/index.php/Blender_import_and_export_armor_for_Oblivion

 

Next you'll want to modify the mesh after you've imported it.

 

This is quite involved, with lots of different ways. Basically, you need to learn Blender.

 

http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro

 

http://wiki.blender.org/index.php/Doc:2.4/Manual

 

Now, obviously you don't need to learn everything at once.

 

The key is to first master controlling the view and selecting things in object mode.

 

Then learn how to select vertices, faces, and edges in edit mode to manipulate and or delete them.

 

Experiment and don't get frustrated. It will take a bit of getting used to, but once you get past the first few hurdles, it gets much easier.

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I advise you avoid deleting nodes' date=' though. Otherwise you may have to re-weigh things, and I have no idea how to do that.

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Reweighting things is actually fairly easy.

 

The simplest is to import a source mesh with weighting that you want to copy from, and then use my updated boneweight copy script to copy the weights from the source mesh to the mesh that you were working on.

 

Note: I recommend against using the Blender default boneweight copy script. It doesn't do a very good job of replicating the weights.

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