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Easy way for lamers to add node to meshes?


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Posted (edited)

So i'm done stabilizing my modsetup. I'm nearly done with offset corrections. And now i'm reaching the same point with physics.

 

Problem is, i can fix most things by editing configfiles. But some things require modifying meshes. And i have no fucking clue about modelling. The only thing i know about Nifskope is, how to click nodes and figure out where the fuck the creator made coordinate axes point this time around. But i don't know anything about editing.

 

So here's the problem: Master Billyy has some animations with animobjects. And some of those are for penetration, like attaching an animobject dick to atronarchs, spriggans, and so on. But there's no collisions.

 

"Okay", i think to myself: "Let's just open the NIF and find nodenames i can use for collision. Then i'll make a CBPC collision file, filter by racename, define some collider nodes and give them roughly the right sphere. Rule of thumb, no real measurements. Good enough for government work."

 

Except most of those animobjects have no nodes i can use for collision. Just trishapes aka meshes. Example: "FlameChanDickPelvis,nif" used for the flameatronarch in Billy's pack. The only node with a coordinate system is the root node. Rest is just data and meshes.

 

Is there a simple "Click A, then B, then C" way of adding a node i can use for collision? Or do i have to learn modelling for this (which i won't do)?

Edited by libertyordeath
Posted

You won't need nodes for such a thing. The dong mesh has to be weightpainted to something, that same something is what you attach the collision shape to.

  1. Open the dong mesh in Outfit Studio.
  2. View bones, find the one(s) with weightpaint. Make a list of them.
  3. Open the mesh in NifSkope
  4. Go through the list of nodes you made earlier.
  5. Attach a new NiNode to each and figure out the size and offset of the collision shape like you would normally.
  6. Add the shape definitions to the CBPC configs.
Posted (edited)
2 hours ago, traison said:

You won't need nodes for such a thing. The dong mesh has to be weightpainted to something, that same something is what you attach the collision shape to.

  1. Open the dong mesh in Outfit Studio.
  2. View bones, find the one(s) with weightpaint. Make a list of them.
  3. Open the mesh in NifSkope
  4. Go through the list of nodes you made earlier.
  5. Attach a new NiNode to each and figure out the size and offset of the collision shape like you would normally.
  6. Add the shape definitions to the CBPC configs.

 

I've never used Outfit Studio, and have no idea how to load things. But if i guessed right with this whole "new project" thing - i mean at least it lists the "penis" shape on the right side, so apparently it was loaded... well, clicking the "Bones" tab shows... nothing: There are no bones. Neither are there in NIFScope. It's just a trishape with textures and some fire-fx.

 

Screeny2024_09_20_14_07_11.png.a823f24995fa150a4dbc666961f64a8c.png

 

Edited by libertyordeath
Posted (edited)

In that case make the assumption it is weightpainted to "FireAtronach_Pelvis [Pelv]" and attach your shapes to that.

 

Edit: And yes that means it the collisions will be there regardless of if the animation with the dong is played or not. If you want the shapes to only be there when the animation is playing you need Papyrus.

Edited by traison

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