sleighrX Posted February 8, 2017 Posted February 8, 2017 I'm trying to create a few armours using Nifskope. One part is a somewhat mid-east helmet using the conical helmet from the male chainmail set, but with the fantail from the vanilla town guard armour and a bandana around the rim. In order to get it to work I had to adjust the size of the bandana using Set Scale in the Transform list, then rotate it and move it using Translation in Edit. It looks fine in the model (see below) The problem is, when I tested for clipping using a walkforward.kf animation, the bandana and fantail began drifting; the fantail downward and the bandana backward. Can anyone tell me what I'm doing wrong?
gregathit Posted February 8, 2017 Posted February 8, 2017 You really should import the nif file into blender and make the adjustments to it. Nifskope is limited in what can be done with it.
myuhinny Posted February 8, 2017 Posted February 8, 2017 When you adjust - rotate - move something in nifskope it'll screw up the items rigging. If you were to go into game the item would either not show up or it will be in a different area. So it is best to do things like that in a 3d tool like blender or 3dmax.
farlibarcai Posted February 8, 2017 Posted February 8, 2017 That's related to the rigging of the object, using Nifskope transform tool can't move the meshes from a bone to another bone.Try Blender. Guaranteed suffering yet the results are often satisfying
sleighrX Posted February 17, 2017 Author Posted February 17, 2017 Thanks. Had a bad feeling about that. Now I have to learn Blender.
Recommended Posts
Archived
This topic is now archived and is closed to further replies.