Neroth654 Posted January 23, 2023 Posted January 23, 2023 (edited) Hey guys ! I'm importing custom armor in game but I have issues :In outfit studio, without poses applied, it goes well see screenshot 1 When I apply a pose in outfit studio or in game, it does this ( see screenshot 2 ). The claws are skinned, they follow the moves of the hands but go far away for...an unkown reason, for me at least xD Can someone help me, please ? I'm struggling for days to import my work xD I Freeze transforms in maya, delete history, I tried to import it to blender and apply transforms, nothing seems to fix that. Edited January 24, 2023 by Neroth654
traison Posted January 23, 2023 Posted January 23, 2023 Not an expert on this but, some guesses: Are the hands set as a reference shape? Disable that and test again. Is it possible that the root node is in a different location (hands/nails meshes) causing this offset? Weight painting and slider morph data are the only things I know of that move polygons around. Did you check both?
Neroth654 Posted January 23, 2023 Author Posted January 23, 2023 (edited) 17 minutes ago, traison said: Not an expert on this but, some guesses: Are the hands set as a reference shape? Disable that and test again. Is it possible that the root node is in a different location (hands/nails meshes) causing this offset? Weight painting and slider morph data are the only things I know of that move polygons around. Did you check both? Hi there, 1: I removed the hands as refs and loaded the mesh normally instead, to see how it goes. Still, the issue persists. I tried to re-import the mesh, results stays the same. 2: How can I know that and check, please ? 3: The weights seems correctly assigned, I only have sliders for wrists, nothing else If you need any screenshot or more details, don't hesitate to ask, Cheers and thanks for your time, Neroth Edited January 23, 2023 by Neroth654
traison Posted January 23, 2023 Posted January 23, 2023 (edited) Don't know about the root node. I suppose what I'd do is import both meshes into BodySlide and maybe Maya, see if they appear lined up by default or if you have to translate them into position. I would assume the root node is always placed at 0,0,0 of the scene. I have no experience with creating meshes, just trying to use some logic here. Edit: Uploading the nif as you have it now may not be a bad idea. Other people can poke it then too. Edited January 23, 2023 by traison
Neroth654 Posted January 23, 2023 Author Posted January 23, 2023 (edited) 15 minutes ago, traison said: Don't know about the root node. I suppose what I'd do is import both meshes into BodySlide and maybe Maya, see if they appear lined up by default or if you have to shift them into position. I would assume the root node is always at 0,0,0 of the scene. I have no experience with creating meshes, just trying to use some logic here. When I import the claws, I have to make a rotation of 90°, like I did with helmets, boots etc and everything is fine for the other pieces. I think the root position seems correct ? Thanks for trying to help, I really appreciate it ! Edited January 23, 2023 by Neroth654
traison Posted January 23, 2023 Posted January 23, 2023 Isn't the way it looks there in NifSkope exactly the same as the earlier screenshot from BodySlide? My logic says line them up in NifSkope, you line them up in BodySlide. Maybe some negative Z translation to start with? Otherwise upload that nif, I'll have a play with it tomorrow.
Neroth654 Posted January 23, 2023 Author Posted January 23, 2023 (edited) 11 minutes ago, traison said: Isn't the way it looks there in NifSkope exactly the same as the earlier screenshot from BodySlide? My logic says line them up in NifSkope, you line them up in BodySlide. Maybe some negative Z translation to start with? Otherwise upload that nif, I'll have a play with it tomorrow. Yes, exactly the same, and in game, it looks the same. I tried some alignements tweaks but it creates weird shits xD I keep trying to move around stuff but no interesting results for now. I sent you the file in private, thank you a lot for your help, friend. Edited January 24, 2023 by Neroth654
Neroth654 Posted January 24, 2023 Author Posted January 24, 2023 FIXED : once I set the right position into bodyslide, I exported it in OBJ, freeze transforms in maya, Reset transforms and delete history ( or apply transform in blender ), then re-import it and it worked. For hands gear, you have to have it already in the right position when you import it in bodyslide, any transforms like rotations will create issues with the rig. For those who will have that issue in the future, try that. 1
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