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trying to export a static mesh in outfit studio but it's not working


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Posted

I imported a custom "from-scratch" triangulated mesh from blender 2.8 (because seriously, I am not going to use 2.49 just to get a cranky old nif export tool, it's 2020 for Hroki's sake)

 

Then I just wanted to export it but of course got an "unweighted vertices" error.

 

So I added a blank bone and pained the whole thing, but no matter what, I get the same error.

 

So I save it anyways and open it in nifskope.

 

It's a static fixture, not an outfit or body part.

 

Screenshot of nifskope displaying the mesh but there are no vertices and the item is invisible in-game.

Spoiler

Capture.JPG.fbb6e3d468ca5ec1e5e18a65c76df946.JPG

 

It's invisible in-game, and I suspect it's because of the 0 vertices in the data block

Posted

You want a static mesh, so you need to disable the "Skinned" checkbox for all meshes in the shape properties (right-click -> Properties).

 

Then you don't get the unweighted vertices warning either and you don't have to weight a bogus bone, which probably causes the invisibility because such skinned mesh used as a static mesh makes no sense.

 

Not having any vertices or triangles listed on the BSTriShape is normal for skinned meshes. Skinned meshes store their vertex data in the skin partitions. This will appear once you set it to static.

 

NiNode to BSFadeNode conversion for the root node has to be done in NifSkope (right-click -> Block -> Convert)

Posted
On 1/3/2020 at 1:50 AM, ousnius said:

NiNode to BSFadeNode conversion for the root node has to be done in NifSkope (right-click -> Block -> Convert)

Ah! Thanks so much for answering.

 

Nifskope is still a bit of a challenge for me. For example I tried to manually create a BSXFlags node but there wasn't an option in the drop down, so I had to do the old "copy from vanilla nif" trick.

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