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Disappearing parts of mesh in-game


kenosos

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Posted

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.

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MSGud0d.jpg

 

EGWjGDl.jpg

 

 

 

Posted

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.

Posted

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.

Posted

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.

  • 2 weeks later...
Posted

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...

  • 2 weeks later...
Posted

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!

Posted

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

  • 4 weeks later...
  • 2 weeks later...
Posted

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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