Jormungandr Posted November 25, 2013 Share Posted November 25, 2013 If someone got the time and skills to rig a little mesh i'd like to ask if he could rig the "sarcophagusskullfetishkey01.nif" so that it can be used for mashups. I intent to use it as a sort of pauldron, if that helps. if someone wants to know what skull that is:The one at the Sarcophagus sarcophagusskullfetishkey01.nif Link to comment
unscwupulous Posted November 25, 2013 Share Posted November 25, 2013 It doesn't really work like that.. You'll need to place it in your scene and get it into position first i.e on the shoulder or wherever. Objects like this are certainly easy to rig in max though, If used as pauldrons - after adding a skin modifier I'd likely add a clavicle and upper arm twist bone and then give them equal weights. This'll prevent it from stretching or warping. Keep in mind the eyes are using a different texture too so it's a separate object and will need to be attached to the skull to make it easier to place. If you don't have a blender or max thhen I could take a guess on position and set two up as pauldrons - you'd probably run into clipping on some stuff you wanted to add them into however Link to comment
Jormungandr Posted November 25, 2013 Author Share Posted November 25, 2013 Wow.. well i have no idea about rigging and weighting, all i know is how it looks when it's messed up heh. Thought it'd be easier since it's a vanilla mesh. If you don't have a blender or max thhen I could take a guess on position and set two up as pauldrons - you'd probably run into clipping on some stuff you wanted to add them into however Did i understand that correct? If i put the stuff together in nifskope, you'd do that? Link to comment
unscwupulous Posted November 25, 2013 Share Posted November 25, 2013 no need to do anything - I can set it up so you'd just need to paste it in via nifskope. I'll take a look at it after dinner Link to comment
Jormungandr Posted November 25, 2013 Author Share Posted November 25, 2013 no need to do anything - I can set it up so you'd just need to paste it in via nifskope. I'll take a look at it after dinner Awesome, thanks! Link to comment
unscwupulous Posted November 25, 2013 Share Posted November 25, 2013 Unfortunately the vertex colors on the eyes got lost so it'll be a different glow effect but try this skulls.nif Link to comment
Jormungandr Posted November 25, 2013 Author Share Posted November 25, 2013 There's a slight problem. The skulls are static O_o Link to comment
unscwupulous Posted November 25, 2013 Share Posted November 25, 2013 Doh.. It's my export. you need to edit the shaders and in the top line of properties (shader flags1) pull down the dropdown box and tick SLSF 1_Skinned. Do that for each node and it should work Link to comment
Jormungandr Posted November 25, 2013 Author Share Posted November 25, 2013 Uhm that turned the skulls invisible now. Link to comment
unscwupulous Posted November 25, 2013 Share Posted November 25, 2013 Strange... Worked for me Post the nif you are trying it on maybe? Link to comment
Jormungandr Posted November 25, 2013 Author Share Posted November 25, 2013 That'd be these. tribun_heavyrobes_0.nif tribun_heavyrobes_1.nif Link to comment
unscwupulous Posted November 25, 2013 Share Posted November 25, 2013 After you rescale you need to apply the transform (right clicking on the tri-shapedata node - transform -> apply) I did that so these should be fine now tribun_heavyrobes_0.nif tribun_heavyrobes_1.nif Link to comment
Jormungandr Posted November 26, 2013 Author Share Posted November 26, 2013 Awesome! Thank you so much! Link to comment
unscwupulous Posted November 26, 2013 Share Posted November 26, 2013 No worries! Don't forget you can change the glow color and adjust the strength too Link to comment
Jormungandr Posted November 26, 2013 Author Share Posted November 26, 2013 Hmm how that? Link to comment
unscwupulous Posted November 26, 2013 Share Posted November 26, 2013 find the tri-shapes where the eyes are in nifskope and then go to the shader property : the parts I highlighted in red control glow - double clicking emissive color brings up 3 boxes with red, green and blue values (between 0 and 1 or anypoint in between like 0.5) and the Emissive Multiple below it is strength of the glow, I already set it to 2 as seen in pic, try between 2 and 5 for starters Link to comment
Jormungandr Posted November 26, 2013 Author Share Posted November 26, 2013 I dare to say this is exactly what i wanted, red glowing eyes in those skulls. Awesome. Link to comment
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