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3dsMax removes INV Marker from mesh?


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Posted

I just discovered something - I am working on the Vampire meshes for SeveNBase, and I noticed in NifSkope that the Vanilla vampire robes meshes have an Invisibility marker. So do the slim Vanilla vampire boots. The effect is that the baggy trousers are made INVISIBILE below the knee under the boots, and do not clip, even though the boots are too thin to normally allow this.

 

Eg: 1 BSInvMarker     txt INV[1]

 

My meshes, which have been moved through 3dsmax, do not have this property/ability. Even without any edits. The effect is that the baggy trousers below the knee are VISIBLE when the boots are worn, and clip through the boots.

 

Does 3dsMax remove Invisibility from .nif meshes? If so - how do I restore the identical invisibility to the modified mesh in NifSkope? I tried Copy Branch/Paste Branch, but this does not seem to have any effect. I can insert a BSInvMarker (Spells > Block > Insert > Bethesda > BSInvMarker), but as I haven't done this before I do not want to accidentally ruin my meshes. :huh:

 

This would be a really, REALLY useful thing for me to know!!!!! :)

Posted

Well you could always make multiple copies of your meshes, and just fiddle around with them making sure to keep a clean copy

Posted

When copied and pasted the branches, did you fix the the text part?

ex: 1st mesh has bsinvmarker    txt INV[1]  

2nd Mesh gets   bsinvmarker    txt  NifSkopeIsATroll[2]  when you copy it over, so the text needs to be fixed.

It often seems to pick the txt part out at random (at least it sure seems that way) from whats already in the second nif, and doesn't copy that part over from the 1st nif.

 

Anywho....  

 

What you are describing to me sounds more like an issue with the BSDismember on the mesh.  The original has the part below the knee dismembered to 38 (should be calves iirc), and the new mesh you've worked on probably is all on slot 32.  vampirerobesf_1 for example has 3 partitions to it's bsdismember (32 body, 34 forearms, and 38 calves).

 

So, when you equip boots that have a 38 calves partition, the boots hide that section of the robes. You'd see the same issue at the arms with gauntlets or w/e slotted for 34.

 

Posted

^ what cyndi said.

 

And as for BSInvMarker the Inv doesn't stand for invisible it is for inventory, you will find a BSInvMarker in ground/world model nifs.

Posted

When I import the mesh into Max, there's only one BSDismember on the robes. I can't really see *where* to add these things in NifSkope - it doesn't show on the mesh itself so I have no idea how or to what it is being applied (I can see the "what" as text in the partition, but I can't see it visibly reflected on the mesh). From what I understand, what is being talked about is, roughly, "ONE BSDismemberSkinInstace per NiTriShape, but you can split this up by adding Partitions", yes? :huh:

 

For example:  NiTriShape Robes > BSDismemberSkinInstance > Partitions, yes I can see that there is a "SBP_38_calves". My mesh has only the _32_ weighting, as you say. If my mesh needs more partitions added, how do I do this?

 

My apologies - yes, I did not know what the INV actually stood for! Thanks for clearing that up! Does it matter if my meshes do not have it? It hasn't seemed to make a difference with other armours...

Posted

 

d25wlb5l2ky6g8w7g.jpg

 

 

use the arrows next to ID box to see all the partitions. the + and - to add a new partition or remove the selected one.

The drop down box is to assign a body part to a partition.

 

Its just a group of polys assigned an id and body part.

 

And the BSInvMarker is a harmless mistake so leave it, remove it, whatever it shouldn't make any difference there or not.

Posted

WOOHOO!!! :lol:

 

This!

 

Is!

 

Seriously!

 

AWESOME!! :D

 

Thanks so much Cyndi and Vioxsis - I have wanted to learn this for a long, long time, and the info about the BSDismember partitions, and that pic, were the missing links!! Fantastic!! Thank-you!! ^_^

 

EDIT: Just tested on my WIP SeveNBase Vampire Robes & it works a treat!! :)

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