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Werewolf mesh with bone error


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Posted

I can't figure out this. Can someone help me figure out what I am doing wrong here? If you look at the picture you see what I mean. I can't figure what is going on here. The boneweights are not perfect but they are there and present.

 

Model info:

witcher werewolf rigged after vanilla werewolf skeleton.

 

 

CK warning: SHADERS: Too many bones found in partition (CK freezes after this).

help.png

lycan02.nif

Posted
21 hours ago, MadMansGun said:

use NifSkope and click on "make skin partition"

Thanks madmansgun. Tried it... both by rightclicking on the relevant NiTrishape itself and through the spells menu at the top in Nifscope. It did come with messages about stuff removed, but the creature is still distorted ingame, and CK still comes up with the warning with too many bones and then goes to freeze mode.

 

I tried a "quick" re-rig using 4thunknowns Daedroth instead of the vanilla werewolf mesh. That actually seemed to fix the distortion on the feet ingame and I got the model to show up in CK. Why should that make any difference? There's fewer bones in 4thUnknowns Daedroth. Half of the fingerbones is missing from the Daedroth model. Is this what it means to have "too many" bones?

 

EDIT: I noticed 4thUnknown uses "NiSkinInstance" instead of "BSDismemberSkinInstance". Is this perhaps the reason for the fix in my trial above?

 

One more thing I observed during my fail and trial. I think I know now why Mihail creates his custom skeletons. Because re arranging these meshes to  a vanilla skeleton is a real pain in the ass. For me at least. Mihail, the clever one,  didn't adjust any thing with the mesh.

Posted
1 hour ago, Thor2000 said:

CK still comes up with the warning with too many bones and then goes to freeze mode.

it means it missed something....or you forgot to save....or you actually have the opposite problem: you have un-weighted parts in your mesh (no nodes controlling a point in your mesh)

 

....i think that last one is the problem your having based on that extreme to infinity spaghettification.

 

1 hour ago, Thor2000 said:

Is this what it means to have "too many" bones?

any one point in the mesh can only be controlled by 4 nodes maximum.....but i think your problem is that you have points with no nodes at all.

 

1 hour ago, Thor2000 said:

I noticed 4thUnknown uses "NiSkinInstance" instead of "BSDismemberSkinInstance". Is this perhaps the reason for the fix in my trial above?

i prefer NiSkinInstance myself, it's less of a bitch to deal with, you can convert BSDismemberSkinInstance to NiSkinInstance in NifSkope.

the only time you actually need BSDismemberSkinInstance in skyrim is if your working on human/player race meshes.

Posted
18 hours ago, MadMansGun said:

it means it missed something....or you forgot to save....or you actually have the opposite problem: you have un-weighted parts in your mesh (no nodes controlling a point in your mesh)

 

....i think that last one is the problem your having based on that extreme to infinity spaghettification.

 

any one point in the mesh can only be controlled by 4 nodes maximum.....but i think your problem is that you have points with no nodes at all.

 

i prefer NiSkinInstance myself, it's less of a bitch to deal with, you can convert BSDismemberSkinInstance to NiSkinInstance in NifSkope.

the only time you actually need BSDismemberSkinInstance in skyrim is if your working on human/player race meshes.

Thanks. Yeah something was defently not working. I still don't know what. I've rerigged it 10 times. With vanilla as ref it will be ruined. With 4thunknowns daedroth as ref it works. I don't have clue what I do different since one work and not the other. But at least I got it working now.

 

I'm gonna read myself up on the Niskininstance. Thanks for the tip ?

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