Guest user29 Posted May 11, 2012 Posted May 11, 2012 Or you could animated p0 turning into p1, and p1 turing into p2, etc to start. Seems like that'd be a good test anyways. Or maybe that'd be more complicated than what you want to do. Just ideas. Do you still have that animated mesh you made?
Evilrunner Posted May 11, 2012 Author Posted May 11, 2012 Pretty much what I had in mind  [edit] that mesh is what I had in mind for animating generally too.
Guest user29 Posted May 11, 2012 Posted May 11, 2012 I think it would work well on the bigger bellies like p3 and up. To see your offspring squirming around every once in a while. Eggs, unless they're hatching wouldn't fit as well. I'm sure halstrom could make that body appear at random intervals. And have it appear more often the closer you are to giving birth. Â He's done so much more complicated things before.
Evilrunner Posted May 11, 2012 Author Posted May 11, 2012 Hmm probably not. I'll have to do some testing, it was a while ago I did it. If I can get it working I'm sure there are all sorts of thing you could do with it. Â Maybe keep it just for the non human pregnancies though? Hatching eggs could be one I suppose. I still think though that even with eggs, the belly should be smooth. It's not shrinkwrap really.
Guest user29 Posted May 11, 2012 Posted May 11, 2012 p5 and p6 are pretty close to shrink wrap. lmao. But you're right human pregnancy p3 and p4 wouldn't really need it. All i'm saying is I'm sure he could find a pretty great use for them if you think you could do it. For some reason I just thought someone told us it couldn't be done.
Evilrunner Posted May 11, 2012 Author Posted May 11, 2012 It's not easy, and not as good as it was in Oblivion. Anyway, going to screenshot for release
Guest user29 Posted May 11, 2012 Posted May 11, 2012 just something to fiddle with and maybe you'll come up with something good. Interested in seeing the new thread.
Evilrunner Posted May 11, 2012 Author Posted May 11, 2012 Just had something with your P4 underwear, body mesh was white and my game crashed on cell change. Going to have another look and make sure it wasn't anything my end. Â [edit] nevermind, seemed to fix on reload. [edit2] Nope, got it again. Not sure what the cause is either.
Guest user29 Posted May 12, 2012 Posted May 12, 2012 you know, I had that happen to me once before as well. What version of nifskope are you using. I'm using an old one and I'm thinking setting the flags in it are causing that issue. Â which version and which flags do you set after you export?
Evilrunner Posted May 12, 2012 Author Posted May 12, 2012 1.1.0 RC6 but I used an older version for a long time. I checked your flags, they're the same as I set. I' stumped as to the cause.
Guest user29 Posted May 12, 2012 Posted May 12, 2012 I'm going to export it again from blender and only open it in rc6. I need a list of exactly what to change. They're totally different from the old one.
Evilrunner Posted May 12, 2012 Author Posted May 12, 2012 I switch to skin shader, and check facegen in the flags.
Guest user29 Posted May 12, 2012 Posted May 12, 2012 ok I uploaded bikiniunderwear4 again. Try it and let me know if that fixes it. Try indoors and outdoors becuase if I remember right it actually will work in one but not the other. Â If that is the fix I'll do it to p5 and 6.
Evilrunner Posted May 12, 2012 Author Posted May 12, 2012 P5 and P6 worked fine for me both places, was just P4. I have a save though where it's glitched, so I'll check in a couple of mins
Evilrunner Posted May 12, 2012 Author Posted May 12, 2012 P4 is still broken. I'll have a bit of a look at it.
Evilrunner Posted May 12, 2012 Author Posted May 12, 2012 P4 nude is fine. Fixed it the old fashioned way of replacing the body using nifskope.
Guest user29 Posted May 12, 2012 Posted May 12, 2012 It upsets me that I couldn't fix it the "normal" way. Is there a more updated version blender (im using 2.49) that supports the nif scripts?
Evilrunner Posted May 12, 2012 Author Posted May 12, 2012 After much poking around in blender, what you've done is added a vertex colour map under the mesh editing. Lets you paint vertexes colours, defaulting to white, hence why the mesh showed as white in game. Thought it was odd the nif was so much larger than the rest, but that explains it.
Guest user29 Posted May 12, 2012 Posted May 12, 2012 that sounds like something i might have done. Would just switching to "weight paint" mode do that?
Evilrunner Posted May 12, 2012 Author Posted May 12, 2012 Nope, switching to vertex paint might though. Â In other news I now have a non exploding dog collar for sunny
Guest user29 Posted May 12, 2012 Posted May 12, 2012 lucky her  would you mind trying this p4 and seeing if it fixes it as well. I just want to make sure i've got this sorted out so it doesn't come back and make a ton more work for me in the future.
Guest user29 Posted May 12, 2012 Posted May 12, 2012 all right lesson learned. Stay away from those buttons. Thanks.
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