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Posted

So after quite a while i want to try modding again.

 

Im amazed how the break armor mod is so good, i decided to try creating my own ripped up cloth meshes.

 

When i tore parts of the clothing in blender what i do is select the parts then hit delete, but it ends up like someone cut out pieces of the armor/clothing with paint ms. LOL :lol:

 

I came across this tutorial http://translate.google.com/translate?sl=auto&tl=en&js=n&prev=_t&hl=en&ie=UTF-8&eotf=1&u=http%3A%2F%2Fbrainsperm.blog.fc2.com%2Fblog-entry-48.html%23more

 

But its for skyrim.

 

Can someone teach or give me a guide on how to do it in Oblivion, and properly apply a torn off clothing effect.

 

Thanks

Posted

Well, there are basically two types of Break Armor / Break Undies meshes. One type can be created by, well, attacking the mesh with a pair of scissors. This is described by rad87 in the linked tutorial.

 

I recommend starting with that.

 

Now, some modders have gone quite a bit further and created extremely elaborate and complex breaks for their armor. GSBModders, for example, did some very interesting things that, I *think* were accomplished like this.

 

1. Switch to edge select mode and enter edit mode

2. Use knife subdivide to create your cuts http://wiki.blender.org/index.php/Doc:2.4/Manual/Modeling/Meshes/Editing/Subdividing/Knife_Subdivide

3. After you have made your cuts, switch to vertex select mode.

4. Grab 'g' vertices to bend and move the faces and edges to simulate the effect of the cloth tears

4.a. If you like, you can slightly modify the weightpainting on one one side of the edge or the other to cause the tear to change shape as the character is animated

5. If necessary, set the faces to double sided.

Posted

There is an another trick in some situation. Using texture.

 

It's only useful when the clothing that you are to rip off is your own work.

 

First, create alpha channel in your texture but don't enable the alpha property in the first stage.

Second, separate the clothing object into several pieces. By doing this you can control the amount of break.

Now all you have to do is gradually enable the NiAlphaProperty as you like.

 

http://www.loverslab.com/topic/12895-my-testinghall-2013-01-13/

This is (my) example.. It's definitely not a kind of masterpiece as I was lazy when I worked on that thing! :P

 

I have another example of expressing the crack of glass or metal.. Take a look at my stuff, I don't remember what exact armor was done with that, though.

Posted

So I decided to test my rather incomplete mini tutorial and realized something.

 

Blender includes a nifty script that already does a big chunk of the work for you.

 

1. Tab into edit mode

2. Select the edges that you want to separate

3. Click mesh, scripts, unweld vertex/ices

 

Noise adds a random distortion to the tear, which may be something you want.

Posted

I have concentrated on [Fortify] Personality, Luck and Charm as a result I come out of dungeons without a scratch. But my three companions are completely naked looking like porcupines. It would be more comical if their armor/garments reflected various degrees of deteriation.

Posted

I have concentrated on [Fortify] Personality, Luck and Charm as a result I come out of dungeons without a scratch. But my three companions are completely naked looking like porcupines. It would be more comical if their armor/garments reflected various degrees of deteriation.

wrong forum?

  • 3 months later...
Posted

necro post a second when i import the armor/clothing it says ["some face of object"shirt"] are not assigned to any body part the unassigned faces are selected in the mesh so they can easily identified.

 

I already did import skleton + parent selected, then ctrl+p armeture name group.

any ideas?

Posted

I think

that means they are not bone weighted-(i assume it selects your new created faces)

so you have to manually weight them- (which is difficult unless they are few)

or unweight the hole mesh (buttons-link and materials -vertex groups -delete-delete etc)

and apply the bone weight copy script from a similar mesh

Posted

necro post a second when i import the armor/clothing it says ["some face of object"shirt"] are not assigned to any body part the unassigned faces are selected in the mesh so they can easily identified.

 

I already did import skleton + parent selected, then ctrl+p armeture name group.

any ideas?

 

you select your meshe part 'shirt'    go to "edit mode"    select all faces    go to "object mode" selecte the active meshe by typing 'shift' while you are clicking on the body meshe (if it is complete)     you go to "object" you select 'script'  than 'bone copy weight' .

Posted

I'll try, oh this only happens when i make the clothing into the damaged version and it highlights the faces/vertices i removed

Posted

 

necro post a second when i import the armor/clothing it says ["some face of object"shirt"] are not assigned to any body part the unassigned faces are selected in the mesh so they can easily identified.

 

I already did import skleton + parent selected, then ctrl+p armeture name group.

any ideas?

 

you select your meshe part 'shirt'    go to "edit mode"    select all faces    go to "object mode" selecte the active meshe by typing 'shift' while you are clicking on the body meshe (if it is complete)     you go to "object" you select 'script'  than 'bone copy weight' .

 

 

I LOVE YOU! It worked

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