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Mesh below Z axis in nifscope, Help please :)


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Posted

Hi,

I'm new to creating my own models for mods and was following BrainPoof's tutorial. But I seem to have an issue right at the end of the process where you export your outfit with OS.

 

It seems for some reason my skeleton export above the z-axis but my mesh moves to below the z-axis, see below pic from nifscope.

dEwA7Cf.jpg

 

 

 

This results in the outfit displaying incorrectly in-game:

VOosRGk.jpg

 

 

 

If I move the outfit manually in Outfit Studio to the following: 

  1. X= -0.0002
  2. Y = -0.8818
  3. Z = 120.8440

it looks like this in Outfit Studio: (added the reference body as reference to where it should have been  tongue.gif) .Then it works in-game after updating the weights etc.

vbQJ2Lu.jpg

 

 

 

Why are my meshes not aligning with the rigging/skeleton like other mods. Is there something I can do to fix this so that I do not have to manually move the meshes. I have also tried exporting/importing the models as OBJ and aligning them to the reference body in OS but the same issue occurs. I have also tried changing the Translation XYZ in nifscope to no avail. 

 

 

Any help will be appreciated  smile.gif I intend to release my outfits when they are any good but atm it will be too cumbersome if you constantly have to move meshes around in Outfit Studio.

Posted
On 4/14/2020 at 4:11 PM, ftbscreamer said:

I have also tried changing the Translation XYZ in nifscope to no avail. 

 

 

I'm no expert on this, by any means, but my understanding is that you can't apply translation on the root container in nifskope (well you can but it won't have any effect). If that's what you had tried to do. Though you can move the parts that you wish to translate to a sub container and then apply the translation to that. I have done this in my own mods.

  • 2 months later...
Posted
On 4/19/2020 at 6:31 AM, Carabosse said:

Though you can move the parts that you wish to translate to a sub container and then apply the translation to that. I have done this in my own mods.

Now there's an interesting idea.

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