Zaselim Posted March 21, 2013 Posted March 21, 2013 Hello everyone, I just converted Guardian armor and it was looking fine in 3ds max and nifskope but when i equipped it in the game it looked...well look for your self https://vimeo.com/62360793 3ds max pics Body 0 Body 1 Please help me to solve this problem, it may be the weights problem but i don't know how to correct it as i'm a new user to 3ds max. I'll be really grateful for help...Thanks.
VectorPlexus Posted March 21, 2013 Posted March 21, 2013 I'd say that: 1. Either _0 and _1 have different vertex order (meaning it would only look ok at 0 or 100 weight) 2. vertex/bones weight paints screwed up
Zaselim Posted March 21, 2013 Author Posted March 21, 2013 O only moved the skirt armor part to set with the body1 but didn't delete any vertexes, I'll check the vertex count to make sure. And i always use a morpher to check from 0-100 weight and it was also ok from 0-100
Pixie-K Posted March 21, 2013 Posted March 21, 2013 I'm sorry for your troubles, but I must admit when I watched that video, I laughed so hard my neighbor began pounding on the wall
VectorPlexus Posted March 21, 2013 Posted March 21, 2013 Vertex count is irrelevant... I'm talking about vertex order, which is completely different. But as I said, if this happens aswell at 0 weight and at 100 weight, then its a matter of bad weight paint, meaning that you probably unwillingly changed the vertex bone influence. (Cant imagine any other reason)
Zaselim Posted March 21, 2013 Author Posted March 21, 2013 I'm sorry for your troubles, but I must admit when I watched that video, I laughed so hard my neighbor began pounding on the wall Lolz, Reason?
Zaselim Posted March 21, 2013 Author Posted March 21, 2013 Vertex count is irrelevant... I'm talking about vertex order, which is completely different. But as I said, if this happens aswell at 0 weight and at 100 weight, then its a matter of bad weight paint, meaning that you probably unwillingly changed the vertex bone influence. (Cant imagine any other reason) Oh ok, i will check it the 0 weight in the game. What if at 0 weight the armor becomes fine? Then i'll have to re convert the weight 1 armor right?
VectorPlexus Posted March 21, 2013 Posted March 21, 2013 Ok, I guess I wasnt clear enough, so I'm gonna be a bit more thorough. Skyrim weight slider, is nothing more then what its generally called in 3D a Morph Target. A morph target, is basically something that tells every single vertex to change its location in space, relatively to the original space. Imagine a cube, it has 8 vertex (A,B,C,D,E,F,G,H). Now lets say that for your morph target, you want to have a cube thats is wider. If by any chance you do some operation like joining different objects, or split them or even add/remove vertex, those are sure to change that initial order, and in doing so, instead of having the vertex order like you originally had, you might end up with something like ABCEFGIJ (I and J being new or re-ordered vertex) As you can see, you still have 8 vertex (same count), thats why I said that vertex/poly count was possibly irrelevant. So how can you tell if its a problem with the vertex order? Its very simple... if both 0 and 100 weight look fine, BUT other weights dont, then its vertex order... But if this also happens on both 0 and 100% weights, then its some issue with the vertex weight paint. For example... If you had painted that cloak vertex to the Arm Bone, whenever the arm moved, that vertex on the cloak would move aswell. Also, if you are using a custom skeleton, be sure that you are using the correct skeleton, otherwise custom weight paint groups might get parented to the wrong bones (disabling the sort bone option on export may also fix some similar issues)
Pixie-K Posted March 22, 2013 Posted March 22, 2013 I'm sorry for your troubles, but I must admit when I watched that video, I laughed so hard my neighbor began pounding on the wall Lolz, Reason? Because it was so horribly misshapen, it was as if someone cut the top half off an obese person and slapped a skinny person on top. Also those massive duck-feet added to the lulz.
Zaselim Posted March 22, 2013 Author Posted March 22, 2013 I'm sorry for your troubles, but I must admit when I watched that video, I laughed so hard my neighbor began pounding on the wall Lolz, Reason? Because it was so horribly misshapen, it was as if someone cut the top half off an obese person and slapped a skinny person on top. Also those massive duck-feet added to the lulz. Naa brother, my character as big thighs and ass and that was the only reason the bottom part of the armors looks heavier than the upper. That is why i mostly convert the armors which cover less area of the body. And i'm also gonna edit this one as soon as i fix my problem. And yeah i also find this armor funny and the boots they are...lolz
Guest Posted March 22, 2013 Posted March 22, 2013 Ok, I guess I wasnt clear enough, so I'm gonna be a bit more thorough. Skyrim weight slider, is nothing more then what its generally called in 3D a Morph Target. A morph target, is basically something that tells every single vertex to change its location in space, relatively to the original space. Imagine a cube, it has 8 vertex (A,B,C,D,E,F,G,H). Now lets say that for your morph target, you want to have a cube thats is wider. If by any chance you do some operation like joining different objects, or split them or even add/remove vertex, those are sure to change that initial order, and in doing so, instead of having the vertex order like you originally had, you might end up with something like ABCEFGIJ (I and J being new or re-ordered vertex) As you can see, you still have 8 vertex (same count), thats why I said that vertex/poly count was possibly irrelevant. So how can you tell if its a problem with the vertex order? Its very simple... if both 0 and 100 weight look fine, BUT other weights dont, then its vertex order... But if this also happens on both 0 and 100% weights, then its some issue with the vertex weight paint. For example... If you had painted that cloak vertex to the Arm Bone, whenever the arm moved, that vertex on the cloak would move aswell. Also, if you are using a custom skeleton, be sure that you are using the correct skeleton, otherwise custom weight paint groups might get parented to the wrong bones (disabling the sort bone option on export may also fix some similar issues) I'd say it's not the vertex order. I never got that right and whenever I used a weight except 0 and 100 the armor went completely haywire and all of it was all over the place. This armor however looks fine except for the skirt.
Zaselim Posted March 22, 2013 Author Posted March 22, 2013 yes my frnd you are ryt, only the skirt has the problem and the tail that is connected with the upper armor
Recommended Posts
Archived
This topic is now archived and is closed to further replies.