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Help head sizes of npc


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Posted

To start off I made a follower and exported my face from racemenu all the way down the line, but the end result is not what I wanted. The head is smaller compared to mine and was wondering if I can actually export the neck length and headsize edits within racemenu to be all to merge with the npc. If not could someone instruct me on how to change the size of the head through 3ds max, nifskope or something of that sort. Thanks

 

 

 

images were too big in post so links instead

 

What it's suppose to be

http://i.imgur.com/IAPak8B.jpg

http://i.imgur.com/yE3ZlUL.jpg

what it turned out to be

http://i.imgur.com/CyZ5JtR.jpg

http://i.imgur.com/Qwf9m5x.jpg

Comparison

http://i.imgur.com/etR4w85.jpg

 

 

 

If this is the wrong place please move it.

Posted

To start off I made a follower and exported my face from racemenu all the way down the line, but the end result is not what I wanted. The head is smaller compared to mine and was wondering if I can actually export the neck length and headsize edits within racemenu to be all to merge with the npc. If not could someone instruct me on how to change the size of the head through 3ds max, nifskope or something of that sort. Thanks

 

 

 

images were too big in post so links instead

 

What it's suppose to be

http://i.imgur.com/IAPak8B.jpg

http://i.imgur.com/yE3ZlUL.jpg

what it turned out to be

http://i.imgur.com/CyZ5JtR.jpg

http://i.imgur.com/Qwf9m5x.jpg

Comparison

http://i.imgur.com/etR4w85.jpg

 

 

 

If this is the wrong place please move it.

 

I believe RaceMenu has a slider to scale head size and possibly neck length but I'm not positive about that one. You should be able to export it from RaceMenu and either replace the meshes manually in Nifskope, or I'd recommend using this. It sounds like you know where to find your follower head mesh in the face geometry folder.

 

It's a little more difficult, but it can also be done in 3DS Max. Since you're not scaling the meshes and not the bones, you need to make sure you perform the same changes on the eye and mouth meshes so they match. And make sure not to move the vertices on the bottom of the neck so it lines up with the body.

 

Personally, I usually make my changes in 3DS Max, then I'll import my head into RaceMenu but mask the bottom of the neck so it keeps the correct neck line. Then I'll export it again and use Nif Merge to apply it to the NPC. In either scenario, make sure you set the correct weight in RaceMenu first.

Posted

Racemenu has both of those sliders but they did not affect the head mesh in the way it should look with the SS. My question is how do I do it a little bit more specifically with 3DS Max please.

Posted

 

Racemenu has both of those sliders but they did not affect the head mesh in the way it should look with the SS. My question is how do I do it a little bit more specifically with 3DS Max please.

 

 

Import your head mesh. Select everything: head, hair, eyes, mouth, brows. Right click > Scale. Resize them to whatever you want.

 

 

It's important to note that positioning does matter. It sometimes helps to also load a body mesh so you have some perspective regarding placement. I would also recommend doing what I mentioned earlier, in exporting the head from Max, and importing it back into RaceMenu with a mask around to neck line so that you don't need to worry about maintaining it.

 

Vanilla assets tend to load well below where they're actually place in relation to the body. Vanilla hairs do the same thing, but most modded hairs are in their actual placement which is waaay above the vanilla head. To put it in the correct position, you'll have to move it up by: X: -.0003 Y: -1.575 Z: 120.3436. After you finish making your changes you have to put everything back where you found it. If the hair was in the natural position, leave it there. The head, eyes, etc. that were below have to be move by the exact opposite as you moved them up, ie: X: .0003 Y: 1.575 Z: -120.3436.

 

Move and scale are about as basic of features as it gets, so I can't really offer more help regarding them besides recommending you watch some tutorials and get familiar with 3DS Max.

Posted

I don't think those sliders are part of CharGen.  A long while back expired said any slider that's skeleton based can only be used on the player.  Not sure about head size but I am pretty sure neck length cannot be exported and used on NPC.

Posted

I don't think those sliders are part of CharGen. A long while back expired said any slider that's skeleton based can only be used on the player. Not sure about head size but I am pretty sure neck length cannot be exported and used on NPC.

The sliders can be used on NPCs (like with EFF), but not exported into the actual head mesh of the NPC.

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