Jarka Ruus Posted December 1, 2014 Posted December 1, 2014 So on my end I looked at the converted mesh in 3ds Max just to see if there were holes and such in it but it is actually perfectly fine. I still don't understand why I get some sort of crossbreed between Sanic and Slender Man when I use it ò_ò Oh well I'm gonna work on the _1 mesh for now, the rest will follow later on. On a side note, if I wanna assign to my custom mesh the usual CBBE textures, how can I do that ? Doesn't 3dsmax nif plugin retain those kind of data? Sorry, I use blender so I'm not really familiar with any other 3d modeling software. If you're talking about shader properties the easiest way is just opening the original cbbe mesh in nifskope, opening the nitrishape tree, right click on bslightingshaderproperties, select copy branch then open your custom mesh on another window, select the nitrishape and in block details go to bs properties (the very bottom of the list), open it and right click on one of the empty slots and select paste branch. That's it. Again sorry if I misunderstood your question.
powerofvoid Posted December 1, 2014 Posted December 1, 2014 So on my end I looked at the converted mesh in 3ds Max just to see if there were holes and such in it but it is actually perfectly fine. I still don't understand why I get some sort of crossbreed between Sanic and Slender Man when I use it ò_ò Oh well I'm gonna work on the _1 mesh for now, the rest will follow later on. On a side note, if I wanna assign to my custom mesh the usual CBBE textures, how can I do that ? For actual characters, I'm pretty sure that textures are assigned in ESP files. If you just want to view the mesh in a certain texture, I believe NifSkope is the answer.
ItalianDragon Posted December 4, 2014 Posted December 4, 2014 So on my end I looked at the converted mesh in 3ds Max just to see if there were holes and such in it but it is actually perfectly fine. I still don't understand why I get some sort of crossbreed between Sanic and Slender Man when I use it ò_ò Oh well I'm gonna work on the _1 mesh for now, the rest will follow later on. On a side note, if I wanna assign to my custom mesh the usual CBBE textures, how can I do that ? Doesn't 3dsmax nif plugin retain those kind of data? Sorry, I use blender so I'm not really familiar with any other 3d modeling software. If you're talking about shader properties the easiest way is just opening the original cbbe mesh in nifskope, opening the nitrishape tree, right click on bslightingshaderproperties, select copy branch then open your custom mesh on another window, select the nitrishape and in block details go to bs properties (the very bottom of the list), open it and right click on one of the empty slots and select paste branch. That's it. Again sorry if I misunderstood your question. powerofvoid ItalianDragon, on 01 Dec 2014 - 7:05 PM, said: So on my end I looked at the converted mesh in 3ds Max just to see if there were holes and such in it but it is actually perfectly fine. I still don't understand why I get some sort of crossbreed between Sanic and Slender Man when I use it ò_ò Oh well I'm gonna work on the _1 mesh for now, the rest will follow later on. On a side note, if I wanna assign to my custom mesh the usual CBBE textures, how can I do that ? For actual characters, I'm pretty sure that textures are assigned in ESP files. If you just want to view the mesh in a certain texture, I believe NifSkope is the answer. Basically I just want to be able to set thins so that when I get the model out properly I can slap on the textures and see if there are any issues with them due to the mesh having been changed I know though that to get thins done properly once I'm done making the meshes that I have to use NifSkope to set things up properly
powerofvoid Posted December 4, 2014 Posted December 4, 2014 I think the process of assigning textures to meshes in NifSkope (which will tell you how things line up) looks something like this:
Jarka Ruus Posted December 4, 2014 Posted December 4, 2014 So on my end I looked at the converted mesh in 3ds Max just to see if there were holes and such in it but it is actually perfectly fine. I still don't understand why I get some sort of crossbreed between Sanic and Slender Man when I use it ò_ò Oh well I'm gonna work on the _1 mesh for now, the rest will follow later on. On a side note, if I wanna assign to my custom mesh the usual CBBE textures, how can I do that ? Doesn't 3dsmax nif plugin retain those kind of data? Sorry, I use blender so I'm not really familiar with any other 3d modeling software. If you're talking about shader properties the easiest way is just opening the original cbbe mesh in nifskope, opening the nitrishape tree, right click on bslightingshaderproperties, select copy branch then open your custom mesh on another window, select the nitrishape and in block details go to bs properties (the very bottom of the list), open it and right click on one of the empty slots and select paste branch. That's it. Again sorry if I misunderstood your question. powerofvoid ItalianDragon, on 01 Dec 2014 - 7:05 PM, said: So on my end I looked at the converted mesh in 3ds Max just to see if there were holes and such in it but it is actually perfectly fine. I still don't understand why I get some sort of crossbreed between Sanic and Slender Man when I use it ò_ò Oh well I'm gonna work on the _1 mesh for now, the rest will follow later on. On a side note, if I wanna assign to my custom mesh the usual CBBE textures, how can I do that ? For actual characters, I'm pretty sure that textures are assigned in ESP files. If you just want to view the mesh in a certain texture, I believe NifSkope is the answer. Basically I just want to be able to set thins so that when I get the model out properly I can slap on the textures and see if there are any issues with them due to the mesh having been changed I know though that to get thins done properly once I'm done making the meshes that I have to use NifSkope to set things up properly Oh, I see. To just preview the mesh with textures on, imo, you're better off just using outfit studio, it's easier to spot imperfections and to fix them on the fly.
ItalianDragon Posted December 4, 2014 Posted December 4, 2014 Well I decided to load the mesh I modified in NifSkope to practice some more with the whole tweaking stuff and when I rotated the model I noticed something ( check the attached image).I'm gonna follow the tutorial in the pic and see if it's indeed a hole in the mesh or just a visual glitch. However if it's indeed a hole in the mesh it might explain all the issues I had with the clothing converter.
Jarka Ruus Posted December 4, 2014 Posted December 4, 2014 Well I decided to load the mesh I modified in NifSkope to practice some more with the whole tweaking stuff and when I rotated the model I noticed something ( check the attached image). I'm gonna follow the tutorial in the pic and see if it's indeed a hole in the mesh or just a visual glitch. However if it's indeed a hole in the mesh it might explain all the issues I had with the clothing converter. It might just be a seam created by some double vertex, even unp has some of those.
ItalianDragon Posted December 4, 2014 Posted December 4, 2014 Well I decided to load the mesh I modified in NifSkope to practice some more with the whole tweaking stuff and when I rotated the model I noticed something ( check the attached image). I'm gonna follow the tutorial in the pic and see if it's indeed a hole in the mesh or just a visual glitch. However if it's indeed a hole in the mesh it might explain all the issues I had with the clothing converter. It might just be a seam created by some double vertex, even unp has some of those. Okay. I have to mention that htis shows up only in NifSkope but not Mudbox or 3DS Max. Question is : should I try to fix it or nope ?
Jarka Ruus Posted December 5, 2014 Posted December 5, 2014 Well I decided to load the mesh I modified in NifSkope to practice some more with the whole tweaking stuff and when I rotated the model I noticed something ( check the attached image). I'm gonna follow the tutorial in the pic and see if it's indeed a hole in the mesh or just a visual glitch. However if it's indeed a hole in the mesh it might explain all the issues I had with the clothing converter. It might just be a seam created by some double vertex, even unp has some of those. Okay. I have to mention that htis shows up only in NifSkope but not Mudbox or 3DS Max. Question is : should I try to fix it or nope ? Have you tried it ingame yet? If it works I'd say to just go with it. EDIT: on second glance I noticed your mesh is a fallout mesh, is there a reason for that? I thought 3ds max nif scripts, unlike blender's, worked for skyrim too.
ItalianDragon Posted December 5, 2014 Posted December 5, 2014 Well I decided to load the mesh I modified in NifSkope to practice some more with the whole tweaking stuff and when I rotated the model I noticed something ( check the attached image). I'm gonna follow the tutorial in the pic and see if it's indeed a hole in the mesh or just a visual glitch. However if it's indeed a hole in the mesh it might explain all the issues I had with the clothing converter. It might just be a seam created by some double vertex, even unp has some of those. Okay. I have to mention that htis shows up only in NifSkope but not Mudbox or 3DS Max. Question is : should I try to fix it or nope ? Have you tried it ingame yet? If it works I'd say to just go with it. EDIT: on second glance I noticed your mesh is a fallout mesh, is there a reason for that? I thought 3ds max nif scripts, unlike blender's, worked for skyrim too. That's also what I noticed when going around looking with NifSkope and generally following the tutorial and IDK what's causing that difference. Maybe it comes from Mudbox's side who causes some mishap, IDK.
Jarka Ruus Posted December 5, 2014 Posted December 5, 2014 Well I decided to load the mesh I modified in NifSkope to practice some more with the whole tweaking stuff and when I rotated the model I noticed something ( check the attached image). I'm gonna follow the tutorial in the pic and see if it's indeed a hole in the mesh or just a visual glitch. However if it's indeed a hole in the mesh it might explain all the issues I had with the clothing converter. It might just be a seam created by some double vertex, even unp has some of those. Okay. I have to mention that htis shows up only in NifSkope but not Mudbox or 3DS Max. Question is : should I try to fix it or nope ? Have you tried it ingame yet? If it works I'd say to just go with it. EDIT: on second glance I noticed your mesh is a fallout mesh, is there a reason for that? I thought 3ds max nif scripts, unlike blender's, worked for skyrim too. That's also what I noticed when going around looking with NifSkope and generally following the tutorial and IDK what's causing that difference. Maybe it comes from Mudbox's side who causes some mishap, IDK. As I said I'm not familiar with the 3ds side of things, with blender you basically import the mesh as fallout 3 nif and you export it the same way, then you fix it afterwards with nifskope. You should follow step 9 of this tutorial http://www.loverslab.com/topic/11495-converting-armors-to-skyrim-the-blender-way/ Also you should right click on the nitristrip go to the mesh submenu and click on triangulate, that will transform the nitristrip into a nitrishape. After you go through this process the mesh should work no problem.
ItalianDragon Posted December 6, 2014 Posted December 6, 2014 Well I decided to load the mesh I modified in NifSkope to practice some more with the whole tweaking stuff and when I rotated the model I noticed something ( check the attached image). I'm gonna follow the tutorial in the pic and see if it's indeed a hole in the mesh or just a visual glitch. However if it's indeed a hole in the mesh it might explain all the issues I had with the clothing converter. It might just be a seam created by some double vertex, even unp has some of those. Okay. I have to mention that htis shows up only in NifSkope but not Mudbox or 3DS Max. Question is : should I try to fix it or nope ? Have you tried it ingame yet? If it works I'd say to just go with it. EDIT: on second glance I noticed your mesh is a fallout mesh, is there a reason for that? I thought 3ds max nif scripts, unlike blender's, worked for skyrim too. That's also what I noticed when going around looking with NifSkope and generally following the tutorial and IDK what's causing that difference. Maybe it comes from Mudbox's side who causes some mishap, IDK. As I said I'm not familiar with the 3ds side of things, with blender you basically import the mesh as fallout 3 nif and you export it the same way, then you fix it afterwards with nifskope. You should follow step 9 of this tutorial http://www.loverslab.com/topic/11495-converting-armors-to-skyrim-the-blender-way/ Also you should right click on the nitristrip go to the mesh submenu and click on triangulate, that will transform the nitristrip into a nitrishape. After you go through this process the mesh should work no problem. Thanks for the tip ! Gonna do that right now c:
ItalianDragon Posted December 7, 2014 Posted December 7, 2014 After fiddling more with my mesh I realized that it was lacking one essential thing : the skeleton.I've now re-exported the model again with the skeleton and I'm trying to run the outfit converter that was posted a few pages earlier and see if it was the cause of the Sanicfication of the models.EDIT: One try later and I'm already getting better results. Now I no longer have some Sanic-related stuff. However it just looks like the whole thing was built with cardboard, chewed on and spit out xD
Jarka Ruus Posted December 7, 2014 Posted December 7, 2014 After fiddling more with my mesh I realized that it was lacking one essential thing : the skeleton. I've now re-exported the model again with the skeleton and I'm trying to run the outfit converter that was posted a few pages earlier and see if it was the cause of the Sanicfication of the models. EDIT: One try later and I'm already getting better results. Now I no longer have some Sanic-related stuff. However it just looks like the whole thing was built with cardboard, chewed on and spit out xD Would you mind posting the body mesh and the outfit you're trying to convert?
ItalianDragon Posted December 8, 2014 Posted December 8, 2014 After fiddling more with my mesh I realized that it was lacking one essential thing : the skeleton. I've now re-exported the model again with the skeleton and I'm trying to run the outfit converter that was posted a few pages earlier and see if it was the cause of the Sanicfication of the models. EDIT: One try later and I'm already getting better results. Now I no longer have some Sanic-related stuff. However it just looks like the whole thing was built with cardboard, chewed on and spit out xD Would you mind posting the body mesh and the outfit you're trying to convert? I can do that. However I have to add to my post that I realized that the exporting I did didn't include the skeleton. Including it helped things getting better but I only started to get real progress when I properly scaled the body. However despite all this one side of the body is like "skewed" inwards. Anyways I'm gonna attach both files to this post so that you can peek a look at it ( actually I'm attaching the whole zip file containing the armor ). femboybody_0.nif Layer_Bikini-7736.7z
Jarka Ruus Posted December 8, 2014 Posted December 8, 2014 After fiddling more with my mesh I realized that it was lacking one essential thing : the skeleton. I've now re-exported the model again with the skeleton and I'm trying to run the outfit converter that was posted a few pages earlier and see if it was the cause of the Sanicfication of the models. EDIT: One try later and I'm already getting better results. Now I no longer have some Sanic-related stuff. However it just looks like the whole thing was built with cardboard, chewed on and spit out xD Would you mind posting the body mesh and the outfit you're trying to convert? I can do that. However I have to add to my post that I realized that the exporting I did didn't include the skeleton. Including it helped things getting better but I only started to get real progress when I properly scaled the body. However despite all this one side of the body is like "skewed" inwards. Anyways I'm gonna attach both files to this post so that you can peek a look at it ( actually I'm attaching the whole zip file containing the armor ). I'm sorry to say it but the mesh you sent me is borked beyond recovery, first off each bone is assigned to a nitrishape basically becoming a mesh itself, then the actual mesh doesn't have a bsdismemberskininstance (which is the biggest issue, it can only be fixed on your side). Also you seem to have copied the shader properties from a non-body mesh. What I can suggest you is to roll back to an older version (without skeleton) and use gerra mesh rigger. You can just use a cbbe mesh as a template and it will copy the bones and weights. Also, don't be discouraged (as a fellow noob I know the frustration), it's that first learning curve that is very steep, once you get used to it you can get an edited mesh to work ingame in no time
ItalianDragon Posted December 8, 2014 Posted December 8, 2014 After fiddling more with my mesh I realized that it was lacking one essential thing : the skeleton. I've now re-exported the model again with the skeleton and I'm trying to run the outfit converter that was posted a few pages earlier and see if it was the cause of the Sanicfication of the models. EDIT: One try later and I'm already getting better results. Now I no longer have some Sanic-related stuff. However it just looks like the whole thing was built with cardboard, chewed on and spit out xD Would you mind posting the body mesh and the outfit you're trying to convert? I can do that. However I have to add to my post that I realized that the exporting I did didn't include the skeleton. Including it helped things getting better but I only started to get real progress when I properly scaled the body. However despite all this one side of the body is like "skewed" inwards. Anyways I'm gonna attach both files to this post so that you can peek a look at it ( actually I'm attaching the whole zip file containing the armor ). I'm sorry to say it but the mesh you sent me is borked beyond recovery, first off each bone is assigned to a nitrishape basically becoming a mesh itself, then the actual mesh doesn't have a bsdismemberskininstance (which is the biggest issue, it can only be fixed on your side). Also you seem to have copied the shader properties from a non-body mesh. nifskope.jpg What I can suggest you is to roll back to an older version (without skeleton) and use gerra mesh rigger. You can just use a cbbe mesh as a template and it will copy the bones and weights. Also, don't be discouraged (as a fellow noob I know the frustration), it's that first learning curve that is very steep, once you get used to it you can get an edited mesh to work ingame in no time Thanks for the tip And don't worry I don't feel discouraged, just a bit bummed out. After all it's like when I learned about computer stuff ( both hardware and software stuff) : at first I borked windows a bazillion times, switched keyboard modes and just did crap. Now instead I can just fix computers in a matter of minutes ( hell I'd be able to do it even in my sleep xD ). Anyways back to the subject, basically I just get rid of the original skeleton that came along and put a new one in ?
Jarka Ruus Posted December 8, 2014 Posted December 8, 2014 After fiddling more with my mesh I realized that it was lacking one essential thing : the skeleton. I've now re-exported the model again with the skeleton and I'm trying to run the outfit converter that was posted a few pages earlier and see if it was the cause of the Sanicfication of the models. EDIT: One try later and I'm already getting better results. Now I no longer have some Sanic-related stuff. However it just looks like the whole thing was built with cardboard, chewed on and spit out xD Would you mind posting the body mesh and the outfit you're trying to convert? I can do that. However I have to add to my post that I realized that the exporting I did didn't include the skeleton. Including it helped things getting better but I only started to get real progress when I properly scaled the body. However despite all this one side of the body is like "skewed" inwards. Anyways I'm gonna attach both files to this post so that you can peek a look at it ( actually I'm attaching the whole zip file containing the armor ). I'm sorry to say it but the mesh you sent me is borked beyond recovery, first off each bone is assigned to a nitrishape basically becoming a mesh itself, then the actual mesh doesn't have a bsdismemberskininstance (which is the biggest issue, it can only be fixed on your side). Also you seem to have copied the shader properties from a non-body mesh. nifskope.jpg What I can suggest you is to roll back to an older version (without skeleton) and use gerra mesh rigger. You can just use a cbbe mesh as a template and it will copy the bones and weights. Also, don't be discouraged (as a fellow noob I know the frustration), it's that first learning curve that is very steep, once you get used to it you can get an edited mesh to work ingame in no time Thanks for the tip And don't worry I don't feel discouraged, just a bit bummed out. After all it's like when I learned about computer stuff ( both hardware and software stuff) : at first I borked windows a bazillion times, switched keyboard modes and just did crap. Now instead I can just fix computers in a matter of minutes ( hell I'd be able to do it even in my sleep xD ). Anyways back to the subject, basically I just get rid of the original skeleton that came along and put a new one in ? Actually Mesh Rigger should do it for you, just don't use that mesh because I feel it's beyond recovery. If you still have a version of the femboy mesh without a skeleton it should work too. What the mesh absolutely needs is a skin partition (dismember data). Without it either crashes the game or you get an invisible body. Maybe later I'll try fixing it again, it seems far-fetched though.Oh, btw, nice work on the shape.
ItalianDragon Posted December 9, 2014 Posted December 9, 2014 Thanks for the tip And don't worry I don't feel discouraged, just a bit bummed out. After all it's like when I learned about computer stuff ( both hardware and software stuff) : at first I borked windows a bazillion times, switched keyboard modes and just did crap. Now instead I can just fix computers in a matter of minutes ( hell I'd be able to do it even in my sleep xD ). Anyways back to the subject, basically I just get rid of the original skeleton that came along and put a new one in ? Actually Mesh Rigger should do it for you, just don't use that mesh because I feel it's beyond recovery. If you still have a version of the femboy mesh without a skeleton it should work too. What the mesh absolutely needs is a skin partition (dismember data). Without it either crashes the game or you get an invisible body. Maybe later I'll try fixing it again, it seems far-fetched though.Oh, btw, nice work on the shape. In fact I don't think I even need Mesh Rigger as what I sent you was the mesh where I made the skeleton visible again. However due to my habit of making one bazillion backups ( for this mesh alone I have like about 14 backups of it at different levels of progress) I can actually erase the whole thing altogether without worries. I still have the mesh I sculpted on with the skeleton set to hidden. And in fact I don't think I'll have trouble fixing the skeleton as I pretty much did not move at all the CBE body when sculpting it so IMO all I have to do is load the _0 CBBE mesh and steal its skeleton ( AKA erase the CBBE mesh ) and just save the whole thing as-is. Nevertheless I'm gonna use mesh rigger to fix this whole mess ( I'll just delete the skeleton from my sculpt and rig the whole thing from the CBBE skeleton). Speaking of which I think I know why the whole thing went completely to shit like that : when I sculpted the body in Mudbox, I just hid the skeleton bits and that's all so probably what happened is that while sculpting I sculpted these at the same time without noticing, which like you noticed resulted in the skeleton being pretty much completely destroyed. And thanks <3 ^^ I'm actually glad I ran into all these issue when my mesh is still alpha. Had I tried this when I'd have pretty much done everything else and I'd have run in an awfully big mess. x_X
ItalianDragon Posted December 9, 2014 Posted December 9, 2014 So I tried to "re-skeletonize" the mesh and it seems to go all well until the very end where I get this error message : "AttributeError: 'mesh' object has no attribute 'sd_st_srt' ".How do I solve this ? 0.o
Jarka Ruus Posted December 9, 2014 Posted December 9, 2014 So I tried to "re-skeletonize" the mesh and it seems to go all well until the very end where I get this error message : "AttributeError: 'mesh' object has no attribute 'sd_st_srt' ". How do I solve this ? 0.o Does the mesh have a bsdismemberskininstance with related skin partitions?
ItalianDragon Posted December 9, 2014 Posted December 9, 2014 So I tried to "re-skeletonize" the mesh and it seems to go all well until the very end where I get this error message : "AttributeError: 'mesh' object has no attribute 'sd_st_srt' ". How do I solve this ? 0.o Does the mesh have a bsdismemberskininstance with related skin partitions? Lemme check but I'm not sure :x EDIT: Nope ( for whatever reason u_u )
Jarka Ruus Posted December 9, 2014 Posted December 9, 2014 So I tried to "re-skeletonize" the mesh and it seems to go all well until the very end where I get this error message : "AttributeError: 'mesh' object has no attribute 'sd_st_srt' ". How do I solve this ? 0.o Does the mesh have a bsdismemberskininstance with related skin partitions? Lemme check but I'm not sure :x EDIT: Nope ( for whatever reason u_u ) That explains all your troubles. You need to backtrack to a point when it was still there. When you export the nif from 3ds max is it already like this? And in the export window is there any mention of skin partitions? For example in Blender nifscripts' window there are two options: export skin partition and export dismember body parts. I'm guessing the 3ds version is pretty much the same.
ItalianDragon Posted December 9, 2014 Posted December 9, 2014 So I tried to "re-skeletonize" the mesh and it seems to go all well until the very end where I get this error message : "AttributeError: 'mesh' object has no attribute 'sd_st_srt' ". How do I solve this ? 0.o Does the mesh have a bsdismemberskininstance with related skin partitions? Lemme check but I'm not sure :x EDIT: Nope ( for whatever reason u_u ) That explains all your troubles. You need to backtrack to a point when it was still there. When you export the nif from 3ds max is it already like this? And in the export window is there any mention of skin partitions? For example in Blender nifscripts' window there are two options: export skin partition and export dismember body parts. I'm guessing the 3ds version is pretty much the same. Lemme look into that. On my end things are a tad more complicated as Mudbox doesn't do direct .mud to .nif export so what I have to do is export the model from Mudbox as as file 3ds Max 2011 can use ( that's hte version I use who has the NifScripts installed onto), then open the exported file in 3ds Max 2011 and export the whole thing as a .nif ( yeah it's a clusterfuck I know ). I'm gonna try this time around to export the entire model with all I set to hidden ( skeleton and all) and see if it fixes the issue EDIT: I just tried and nope, that damn "bdismemberskininstance" isn't there :X EDIT 2: I tried all sorts of things ( even importing in the vanilla female skeleton in and saving both my mesh and the skeleton in the same nif) but no avail whatsoever .
Jarka Ruus Posted December 10, 2014 Posted December 10, 2014 So I tried to "re-skeletonize" the mesh and it seems to go all well until the very end where I get this error message : "AttributeError: 'mesh' object has no attribute 'sd_st_srt' ". How do I solve this ? 0.o Does the mesh have a bsdismemberskininstance with related skin partitions? Lemme check but I'm not sure :x EDIT: Nope ( for whatever reason u_u ) That explains all your troubles. You need to backtrack to a point when it was still there. When you export the nif from 3ds max is it already like this? And in the export window is there any mention of skin partitions? For example in Blender nifscripts' window there are two options: export skin partition and export dismember body parts. I'm guessing the 3ds version is pretty much the same. Lemme look into that. On my end things are a tad more complicated as Mudbox doesn't do direct .mud to .nif export so what I have to do is export the model from Mudbox as as file 3ds Max 2011 can use ( that's hte version I use who has the NifScripts installed onto), then open the exported file in 3ds Max 2011 and export the whole thing as a .nif ( yeah it's a clusterfuck I know ). I'm gonna try this time around to export the entire model with all I set to hidden ( skeleton and all) and see if it fixes the issue EDIT: I just tried and nope, that damn "bdismemberskininstance" isn't there :X EDIT 2: I tried all sorts of things ( even importing in the vanilla female skeleton in and saving both my mesh and the skeleton in the same nif) but no avail whatsoever . I see, I guessed it would be something like that, generally what I do is export the nif on Blender 2.49b and then either save as a .blend or as a .obj file and work on a more recent version of Blender. The only thing I can think of is that the skin partition data got lost in the export from mudbox to 3ds max. It's useless trying to attach a skeleton without skin partition 'cause that's where the game determines what vertexes are affected by a certain bone; without it the mesh and the skeleton are like two separate entities. EDIT: Also I just noticed the mesh is misaligned on the x and y axis, my advice is to simply compare your mesh to the original cbbe mesh, realigning it and copying the missing properties (it shouldn't pose a problem as they're essentially the same mesh). EDIT2: Actually, can you test this ingame and tell me if it works (it SHOULD work but there might be seams)? If it does work I suggest you to still rerig it because the bones still aren't properly aligned. femboybody_0.nif
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