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Stetched vertices when jumping with custom armour


yazza2014

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Posted

Hello,

 

As the topic says, every time I jump in my custom armour, some vertices located around the hips stretches with the arms.

 

Any idea how to fix this? or what causes it in the first place?

 

I've attached pictures for reference.

post-426749-0-05437000-1403936748_thumb.jpg

post-426749-0-63415700-1403936768_thumb.jpg

Posted

Some terrible skinning/weight painting.

 

Only way to fix is take the outfit in 3dsMax/Blender/Outfit Studio and manually fix it.

 

Which is easy enough.

Posted

What makes it terrible? I've ported other armours without issues and I'm following the same procedure.

 

I basically get a mesh, shape it, and then I skin wrap it to the Skyrim body, weight all points, then I do a BSdismemberment and export it

Posted

The terrible part here being that a few vertices ended up getting caught in an upper body's bone's influence. Most likely an arm bone in this case.

Simply selecting the verts and using the weight tool to remove the arm bone's influence from those verts should fix it, while also normalizing the rest of the weights.

 

When you do the skin wrap, do you use face deformation or vertex deformation?

Usually 90% of the time you want to use Face Deform with default settings, unless your doing something specific or trying to achieve a specific look, stay away from vertex deformation.

Posted

I just used the default which is vertex, I'll try face deformation.

 

EDIT: Same result.

 

Is there a tutorial on the wieght tool somewhere? or one that you recommend? I'm still learning things about 3ds max.

Posted

Yep - that's the influence of the arm bones. Not good. You should tell the author of the mod. :huh:

 

(...I hope that's not one of my armours...) :unsure:

 

While it's an easy fix on most armours, some of them *DO* have cruddy weighting built into them around the underarms, and improving it even slightly can be a NIGHTMARE. I found I could do nothing with Bethesda's weighting in that area for the Dawnguard armours that didn't make them even worse. :(

Posted

Yep - that's the influence of the arm bones. Not good. You should tell the author of the mod. :huh:

 

(...I hope that's not one of my armours...) :unsure:

 

While it's an easy fix on most armours, some of them *DO* have cruddy weighting built into them around the underarms, and improving it even slightly can be a NIGHTMARE. I found I could do nothing with Bethesda's weighting in that area for the Dawnguard armours that didn't make them even worse. :(

 

I am the author of the mod....I'm porting the Mythic Dawn Armour from Oblivion to Skyrim.

 

@ Blabba

 

I uploaded the nif, if you could fix it while taking screen shots, that would be nice.

 

I found the verticies that were being influenced, and I fixed them up, but in-game the same thing happens.

 

I've uploaded a screenshot of what I've done, I don't even know if I did it correctly.

post-426749-0-51730100-1403954136_thumb.jpg

Cuirass.nif

Posted

Here it is fixed.

(I didn't test in game, but I'm 99.9% sure this should work)

 

Keep note that the bsshader flags are all messed up, so I suggest you copy them over in nifskope appropriately to fix it.

 

I found out that those few verts were completely tied to the arm bones, and even if you deleted the bones in the weight tool, it wouldn't get normalized with the appropriate bones like spin and hip because those bones were not assigned to the verts.

 

So yea, I just deleted those bones, and then used a paint blend weight brush to add the correct bone influences in there.

If you still don't understand, I suggest a youtube tutorial on skinning for a better understanding.

 

Or just stick with face deformation on skin wrap.

 

image:

 

 

NqSTVLS.png

 

 

Cuirass.nif

Posted

Here it is fixed.

(I didn't test in game, but I'm 99.9% sure this should work)

 

Keep note that the bsshader flags are all messed up, so I suggest you copy them over in nifskope appropriately to fix it.

 

I found out that those few verts were completely tied to the arm bones, and even if you deleted the bones in the weight tool, it wouldn't get normalized with the appropriate bones like spin and hip because those bones were not assigned to the verts.

 

So yea, I just deleted those bones, and then used a paint blend weight brush to add the correct bone influences in there.

If you still don't understand, I suggest a youtube tutorial on skinning for a better understanding.

 

Or just stick with face deformation on skin wrap.

 

image:

 

 

NqSTVLS.png

 

 

 

 

Thanks for that, your explanation helped me fix the problem. (Was a simple fix too, took me 2 mins)

 

I have another question though, do you know how to fix the underarm area from stretching? Or am I asking too much? Seems like a complicated fix. You can see what I mean in the original screenshots that I uploaded.

Posted

 

Thanks for that, your explanation helped me fix the problem. (Was a simple fix too, took me 2 mins)

 

I have another question though, do you know how to fix the underarm area from stretching? Or am I asking too much? Seems like a complicated fix. You can see what I mean in the original screenshots that I uploaded.

 

 

Again, the answer is skinning.

 

Though, some of it's ugliness is because skyrim skeleton is far from good, and max uses linear scaling skinning by default and not double quaternion or any of the newer methods.

 

But yea, you can fix the majority of it with weight brushes/weight tool.

Posted

You don't need to delete the bones - in 3dsMax with the problem arm bone selected, you should be able to simply go to Skin > Edit Envelopes > select the problem vertices (I often select pretty much the whole upper body) > set Weight Properties Abs. Effect to "0.0". Repeat for each arm bone. :huh:

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