gooboo Posted February 27, 2013 Posted February 27, 2013 I've been working on importing some armors from Oblivion into Skyrim, and I cannot figure out what I'm doing wrong. I select each object, delete all of the pre existing weight data, then go to Edit mode and select all of the vertices, then back to object mode, where I then select the other object I'm copying the weights from and then run the bone weight copy script. The results are less than ideal, I would say. Am I doing this all wrong? (Well probably) I thought I'd copy the bone weight data from similar objects- the boots I copied from prexisting boots, greaves from greaves, etc. but it still isn't working. Do I have to paint the weights myself, or is there an effective way of copying them?
gerra6 Posted February 27, 2013 Posted February 27, 2013 Which boneweight copy script are you using? 2.3a or the one that cane with Blender? I *highly* recommend using the updated boneweight copy script rather than the vanilla Blender script. The vanilla script has issues. Other than that, I think you are also experiencing a problem with the skeleton. You generally need to use a Skyrim skeleton that has been modified to import properly into blender.
gooboo Posted February 27, 2013 Author Posted February 27, 2013 The skeleton has been modified to import into blender. The body animates just fine, it's the armor pieces that aren't working. And yes I'm using the bone weight copy that came with Blender. I have downloaded the 2.3a, but I'm not totally sure how to use it. What are the best settings for it?
gerra6 Posted February 27, 2013 Posted February 27, 2013 For what you're doing, I'd recommend a setting of between 3 and 6 for the number of vertex search targets. Set your Max distance to something between .1 and .5 (depdending on how far you want each vertex to search for targets) Enable Override Distance. Disable everything else. I'll be releasing an update to the boneweight copy script in a few more days that should make things a bit smoother. I can send you a link to the Dev Beta if you like. Anyways...going back to the skeleton. Do me a favor...select the skeleton and compare 'Pose Mode' to 'Edit Mode'. Do the legs move? If they do, then the skeleton failed to import properly.
gooboo Posted February 28, 2013 Author Posted February 28, 2013 So you're saying the pose of the skeleton shouldn't change at all between pose mode and edit mode? I suppose a faulty skeleton could be the problem, but I made the necessary changes to import it into Blender, (doing the whole 11/34 thing) so I'm not sure what's wrong with my skeleton. Actually now that I think about it I believe I've tried using one of the skeletons you provided me in an earlier thread, and the meshes still aren't working quite right.
gerra6 Posted February 28, 2013 Posted February 28, 2013 If I remember right, this skeleton package should do the trick. *removed*
gooboo Posted March 1, 2013 Author Posted March 1, 2013 I just tried the skeleton you provided here today, and it still isn't working correctly. The body actually isn't walking properly either, while for the other skeleton I was using the body at least animated correctly. Also, when I switch between pose mod and edit mode the skeleton still goes back to the neutral stance. Are you sure that isn't supposed to happen? Or am I misinterpreting what you said about the legs moving? I thought it was normal the first time I did it, but perhaps I'm wrong.
gerra6 Posted March 1, 2013 Posted March 1, 2013 Unless the skeleton has been posed or you imported an animation, there should be *NO* difference between the bind positions in edit mode and pose mode when you import a skeleton. If there is a difference, it didn't import correctly. Check the console after the import. Were there messages about illegal matrix transforms (or something similar)? That means that nif scripts went a bit insane during the import of the skeleton and let stupid happen. Now, if the skeleton I posted didn't work, well, it's probably the wrong one. I don't really work with Skyrim other than compatibility testing for my scripts, so I just went by file names. Anyways, there are a couple of Blender skeletons on Nexus that have been properly modified to work for armor porting. If you can import one of them without the feet ending up on the character's head, you should be golden.
gooboo Posted March 2, 2013 Author Posted March 2, 2013 I imported the walk forward animation along with the skeleton, because I wanted to see what the weights on the armor were like, so that's why the position changed when I went to edit mode. I'm sorry I didn't say that earlier, but I thought I showed that in the screen shots I took.
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