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Fixing the pose in a nif file


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Posted

As part of an armor conversion request I'm trying to fulfill, I found a stange nif were the pose is different from the standard Oblivion T-pose (arms stretched). It's more an A-pose. This is a partial mesh, the one I'd like to fix:

Armor.7z

 

I need to paste a body in there, to obtain material for arms and legs, but first I need to adapt the body mesh to the A-Pose or the armor mesh to the T-Pose.

I'm clueless.

 

Posted

You actually don't need to adapt anything.  Paste the body into the nif and it "should" automatically assume the A pose.  Try it.

The armor is from the TDA armory if I remember right and that is actually the correct pose for it (the way it was released for oblivion anyway).  The armor works perfectly in game.  I use the non-shiny version of the armor myself.   :P

Posted

They are trying to cut it up into pieces for another member but they have to do a lot of things to it before that can be done as there is no body in most of it so there will be gaps with the different parts if you don't add a body/body parts to it. 

Posted

If they paste the body into the nif (using paste block) then they can then import that into blender, delete the skeleton, import a new one and make whatever modifications they want.

Posted

That looks more like the skyrim pose to me.  

 

 

 

 

You should be able to change a oblivion body to skyrims body pose using Gerra6's pose converter then how to change it back to the correct one.

 

This post should have the info you need to change it and then change the whole thing back again.

 

http://www.loverslab.com/topic/13140-pose-converter-089i-10302014/?p=1504460

 

 

You actually don't need to adapt anything.  Paste the body into the nif and it "should" automatically assume the A pose.  Try it.

The armor is from the TDA armory if I remember right and that is actually the correct pose for it (the way it was released for oblivion anyway).  The armor works perfectly in game.  I use the non-shiny version of the armor myself.   :P

 

 

I think we ignore the knight armor. Holy and chaos armor almost finished.

Member was most interested in the holy armor.

 

Oh yes, but I'm a stubborn one, you know! Thanks for the tips and links.

This model reminds me of Skyrim's orcish armor. Almost identical texture.

[Mistake - I'm confusing with the Chaos Knight armor, in the same mod]

 

@ fejeena

The CK greaves are not very good as they seemed at a first glance. True, the dark texture makes it less noticeable, but looking closely you realize that it's a rather mediocre mash-up and the Robert scrawny lowerbody looks a bit out of place. I want to try the Clothing Converter method to see what comes out.

 

@ myuhinny

Fine butt in that screenshot!

Posted

greg was right, once I pasted the upperbody in the nif it assumed the desired pose. This is the resulting mesh:

 

RTMuscUpper SkyrimPose.7z

 

I can cut this one to fill the empty spaces in the cuirass, and retexture it as needed.

You should make note that if you remove the NiNode named Bip01, the mesh returns to its default position

(T-Pose, Oblivion Pose).

 

Also, importing in Blender the armor with this upperbody already pasted in, the pose gets messed up.

The Upperbody returns in T-pose, and oddly rotated along the Y axis.

 

I have also tried to disable some of the import options (return geometries to bind position etc.) but it doesn't help.

The Convert Pose script could be useful, but I never used it before.

I'll keep experimenting.

 

@ myuhinny

 

I will check out your proposed method, my case is the exact opposite of yours but everything else should apply coherently.

OR

I can use "Vertices"> "Separate" to rotate arms and gauntlets in the cuirass, forcing the T-Pose.

We'll see.

Posted

Ah-ah!

I just learned something new. Switching to Pose Mode [EDIT: then Animation Scene and hitting CTRL+SPACE ] allows you to rotate the arms to your liking. All you have to do is selecting the Upperarm L/R bones and moving the green (Y-axis) handles.

This is absolutely necessary because otherwise the arms would clip with the pauldrons.

I had to remove the residual skeleton on import, load a new skeleton and attach it only to the upperbody (if you "select all / attach to selected", as usual, the armor will rotate as well and this is not what I'm supposed to do).

 

Or maybe, conversely, I could link the skeleton to the armor (and pauldrons too) and rotate them in the opposite direction, to match the T-Pose of the upperbody. I think I will try this way.

Posted

@QuiteTheTail

 

Glad you liked it the body was a randomly made body made to form around the outfit in outfit studio.

 

The method I learned was from having a skyrim body posed to the oblivion pose but couldn't get it to go back later you should be able to just go straight to the mesh rigger part of it.

Posted

No, the pauldrons do not rotate. Probably they are not parented to any bone... I'll try the first method then (editing the upperbody pose).

Posted

This is my outcome the armor is now in the oblivion pose not sure if that spot on the sides is from having different nodes or not. The nodes in the nif are skyrim you will have to rerun it again using a male oblivion body as your template in rigger to change the nodes back and maybe the spot on the side will go back to normal. 

 

 

 

Posted

I'll check your attachment, in the meantime I managed to get two templates for Clothing Converter in the A-Pose:

 

source template A-Pose.7z

target template A-Pose.7z

 

* a valuable asset is missing :lol:

 

I'm not sure how I did it. One important step is applying the modifier from the button window, to "bake" (I think this is the correct term) the pose. And then I exported geometry+animation but perhaps exporting geometry only would have been sufficient. Could be also the "Make Parent" command which I used. In fact I had multiple Scene Roots and had to remove all armatures but one to get the files exported. 

Posted

Using the bodies above I created a custom lattice to deform the external parts of the armor, these screenshots are for comparison:

 

post-729106-0-70584300-1459626083_thumb.jpgpost-729106-0-67201600-1459626095_thumb.jpg

 

 

For the remaining parts, I will add the 2nd body mesh used for the lattice, changing back the material properties and texture source to those of the original armor. Finally I will add the leftovers (tiny parts that were excluded from the target mesh).

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