Guest Posted May 30, 2015 Posted May 30, 2015 So, I'm trying to convert this armor into UNPB: Â Â Â Â Â Â As you can see, the body looks decent enough. However, there are pretty big gaps between the body and the hands and feet as shown in these pictures. Â Â Â Â Â Â Â In 3DS Max 2012: Â Â Â Â Â The base body used is UNPB TBBP, and hands and feet meshes are from Halofarm's high poly hands and feet v2.0. I thought they are supposed to be compatible. Â Can anyone suggest a way that I can fix this? Scaling either the body for the meshes didn't help. Â Thanks a lot ! Â
Phoenix4k Posted May 30, 2015 Posted May 30, 2015 Looks like a scaling issue. i have not seen such a big difference between the meshparts even if you use hand/feet_0 with body_1.  i thing you should reimport body/feet/hand mesh and then import the armor, delet the "armor-body-mesh" and sadly begin a new.     if i´m wrong pls correct me, i´m by far not an experienced 3ds max user xD
Gameplayer Posted May 30, 2015 Posted May 30, 2015 Are you trying to keep the body that came in the outfit? Â Cause that isn't really a good idea. Â Â
Guest Posted May 30, 2015 Posted May 30, 2015 Are you trying to keep the body that came in the outfit? Â Cause that isn't really a good idea. Nope, the orginal body is CBBE. I deleted it, import a TBBP UNPB body and reweight the meshes. The process was done without hands and feet meshes, so I didn't know they don't align.
skyrimkillmod Posted May 30, 2015 Posted May 30, 2015 try this  import the body mesh and feet/hands mesh into 3ds max and turn them all into editable polygons http://puu.sh/i5H5o/1f5d1b6690.png now attach them (under the graphite modeling tools tab) all to the body mesh http://puu.sh/i5H9H/f8c0aa35dc.png ok now were going to wield the wrists and ankles to the body, but we need to set a strength (under weld settings) to the wield so that the verts can weld to each other http://puu.sh/i5Hgj/efd517db03.png find the number that make the verts connect without connecting in undisered ways http://puu.sh/i5HhO/137151de3a.jpg http://puu.sh/i5Hkz/1a5a8f9af2.jpg ok now export this file as a nif, exit and restart 3ds max and import the nif u just created. Notice that the hands/feet/body are once again seperate objects. now import your skinned body mesh and skinned (working) hands/feet. you should now have 2 sets of hands/feet/body one of each being skinned and the other not. throw away your unskinned body mesh. now we will skin the hands/feet. when skinning the hands and feet make sure that you select feet and body for your unskinned feet ,and hands and body for your unskinned hands. In the example im skinning the feet, make sure to have face deformation selected. http://puu.sh/i5Hve/8f64a70ca7.png time to BSDismemberskin modifier, highlight the mesh and select skyrim, feet L/R for the feet. http://puu.sh/i5Hz0/b031a63f74.png ok once the hands and feet are skinned delete the extra crap and export your newly skinned hands and feet. Use nifskope to setup the textures again and put the nifs in you skyrim directory
Guest Posted May 30, 2015 Posted May 30, 2015 can you post your hands/feet and body/armor mesh here , ill try to fix it for you  Ok, I think I fixed it following Pheonix4k's suggestion. I deleted the UNPB body and snapped a UNP Jiggle body into the mesh, and the gaps are gone now.  But, if you feel generous, can you help me turbosmooth the meshes and check if the armor has any other issues?  Here is the link with a working esp already: https://mega.co.nz/#!sxpwAB4K!Flbwgm9H8pAWZOv5XsWlVOPb0JjOmCR0efAY9B7Dqok  Thank you.
Guest Posted May 30, 2015 Posted May 30, 2015 Hmm? What's wrong? Edit: So I just checked them. The meshes work ingame and in 3DS Max, but don't show in nifskope. I have no idea why.
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