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Schlong being moved inside mesh? (custom race)


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Posted (edited)

UPDATE: The problem is solved, and I am NOT QUITE SURE WHY. I imported the asset into blender with PyNif, imported a skeleton, and then deleted the schlong's bones and rexported it. It now works. Not sure what was wrong with the bones, as they looked identical at every point, all of the time, but *something* was, and now this has fixed it. /shrug

 

I am making a custom race, and when in game, the schlong is moved up and back, to be inside of the mesh. Additionally, the torso mesh seems unaffected by the schlong "swing" as the character idles   *UPDATE* the torso *is* affected by the idles, it just seems the schlong is *more* effected than the torso, which is likely due to the same bone mispositioning problem that is causing all of this . The meshes are correctly aligned when viewed in blender and Outfit Studio. When loaded into the CK and viewed, however, the gap *is* present.

The only mod that should be affecting this is the XP32 skeleton, as I have disabled SAM light for the time being, while I troubleshoot this.  In the second video "Gap Issue 2" the gap is smaller, as I have manually moved the schlong *out* of alignment in blender and Outfit Studio, to counteract the offset that I'm seeing in game. This, however, still has the problem that the verticies around the seam are not moving on the "Body" mesh side of things.  All the meshes are custom meshes, which I have made myself.

I am happy to upload anything that anyone thinks would help, I am really racking my brains to figure out what is wrong with this.

schlong alignment.png

Beast_Khajiit Body_1.nif Beast_Khajiit Schlong.nif

Edited by Chrimatos
update

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