kenosos Posted May 23, 2016 Posted May 23, 2016 So i'm working on converting outfits to a body mod and run into this incredibly frustrating issue. It appears to only happen to meshes where i've adjusted them in maya and re-done the rigging, bone weighting etc so I assume i'm doing something wrong in the process I just have no idea what that is.  The effect is, the piece of clothing/armour appears fine, as I move my camera and it begins to collide with world objects, those parts of the outfit begin to vanish, move the camera way so it's no longer colliding and they pop back in.  Images inside, NSFW, contains breasts.     Â
xgamer468 Posted May 24, 2016 Posted May 24, 2016 I have the same problem, whenever i move the camera to close to my armor, the helmet disappears, any help on this would be great!
GrinnginUrchen Posted May 25, 2016 Posted May 25, 2016 This is often cased by the Bounding Sphere being the wrong size. Open the file in nifscope click on the mesh scroll down till you see bounding sphere Click on it. If you don't see a sphere edit its radius/center xyz axis till the object is covered  to see the sphere "Bounding sphere" It has to be selected. when your editing its properties you cant see it.
GrinnginUrchen Posted May 27, 2016 Posted May 27, 2016 So it turns out it could be another problem. Â http://wiki.tesnexus.com/index.php/Creating_an_armour_for_Fallout_4._Part_2 Â Right at the bottom of this page is a problem i just experienced which could be the same problem your having. This is worth a read if your modding armor. Â Â
xgamer468 Posted May 27, 2016 Posted May 27, 2016 I don't think that that's the problem. Unfortunately a Justin the bounding sphere that I had set to 0 didn't fix it because as far as I know armors don't use bounding spheres. I think the problem the author describes is when a mesh is invisible all the time, however in my case it's only invisible when I move the camera too close to it. From some distance it works perfectly fine.
Xaltine Posted May 28, 2016 Posted May 28, 2016 Had this problem. Its probably the rigging. Mesh used to disappear when the camera got to close. Used the copy bone weights function on the mesh in bodyslide and it no longer disappeared in-game.
xgamer468 Posted June 5, 2016 Posted June 5, 2016 I think youre actually right, ajusting some vertices weights actually fixed it for the leg, however the helmet no matter what i do keeps disappearing, its getting really frustating...
Flycrusher Posted June 17, 2016 Posted June 17, 2016 The problem is caused by a wrong skeleton position in the editor.  You can check if the result is good in NifSkope.  Look in BSSubindexTrishape / BSSkin::Instance / BSSkin::BoneData  There you will see all the bounding spheres of you model. If they are not aligned exactly to your mesh that's the problem.  Before exporting your model look carefully in NifSkope how the skeleton is placed relatively to the mesh. If you don't have the same in your editor you're doomed!
xgamer468 Posted June 20, 2016 Posted June 20, 2016 The problem is caused by a wrong skeleton position in the editor.  You can check if the result is good in NifSkope.  Look in BSSubindexTrishape / BSSkin::Instance / BSSkin::BoneData  There you will see all the bounding spheres of you model. If they are not aligned exactly to your mesh that's the problem.  Before exporting your model look carefully in NifSkope how the skeleton is placed relatively to the mesh. If you don't have the same in your editor you're doomed! You da man
GrinnginUrchen Posted July 15, 2016 Posted July 15, 2016 I found a work around for this at long last that doesn't require you to redo any work will make a tutorial after a bit more testing. Â
lazyradly Posted July 15, 2016 Posted July 15, 2016 Did you try exporting an .OBJ / .FBX from Outfit Studio then re-importing it back?
GrinnginUrchen Posted July 15, 2016 Posted July 15, 2016 Yup but that only half fixed it still went invisible in looks menus but Ive got it fixed now just using nifscope.
xgamer468 Posted July 26, 2016 Posted July 26, 2016 Ok, maybe Grinngin has a better solution, if so please post it but i found a way to solve this on my own. Im working with max and i found out that when i import the vanilla body and place all pivot points of the parts of my armor at the same place, basically in the neck of the character, they are positioned correctly in game. To fix the problem with the disappearing meshes, ill just add the skin modifier as usual, once i did that, actually go back to the Editable Mesh modifier and set the object position to 0 0 0. That way the mesh will stay in the same spot because of the skin modifier holding it there, but the pivot will be at 0 0 0 and once you disable the skin modifier, the mesh should move to 0 0 0. If you export it like that, i have found that sometimes a few vertices are out of place, which is a bit annyoing but not too bad, the mesh it self however wont disappear anymore and it should be in the right spot.
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