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UNP royal vampire without pants


Faricho

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Posted

That gonna be a pretty simple task to just delete the pants in 3ds max. Gonna get that done after I got some sleep (if nobody already did it when I wake up).

Posted

Ok it might take a little longer than I planned. Getting rid of the pants was a piece of cake

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spk4jz3yaazc.jpg

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But then I had to import the rest of the body because the UNP conversion had no leg mesh, then I had to fix some clipping and now...well the cloak is sticking to the arms so I gotta fix that too (unless you want to be batman).

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doqc7j7fhfua.jpg

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I guess I'll have to weight the vertices for the cloak manually but first I gotta have to learn how to actually weight vertices manually >.< ,never had to because I'm not using things like cloaks.

Posted

I'm sorry but to be honest, I don't know what to do anymore. I tried reweighting every goddamn vertice on(in? not sure) the cloak so it isn't attached to one of the bones but it still sticks to them in the game (and it's just the cape that has these weird weight issues)...

Kinda ran out of ideas =/

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Could anyone a bit more experienced with creating armors help me out here?

Posted

Have you tried painting the weights by hand (using the painting tools)? If you generated a skin wrap, chances are it's not perfect. I'd also recommend setting up a few keyframes and making a very basic animation so you don't have to load up Skyrim to test the weighting each time. You could run the animation and see up front if your painting is working or not.

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Are you using 3DS Max? If so, in the Skin Modifier select Edit Envelopes, check on Vertices and enter the settings (the wrench). Start playing around with the tools to try and get a better result. Good luck, it's frustrating but something important to learn.

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Edit: Oh, if you run into trouble removing high (red) weighting, make sure to uncheck Paint Blend Weights. lol sorry for all the edits. 3AM and still browsing LL. Silly me.

Posted

Have you tried painting the weights by hand (using the painting tools)? If you generated a skin wrap' date=' chances are it's not perfect. I'd also recommend setting up a few keyframes and making a very basic animation so you don't have to load up Skyrim to test the weighting each time. You could run the animation and see up front if your painting is working or not.

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Are you using 3DS Max? If so, in the Skin Modifier select Edit Envelopes, check on Vertices and enter the settings (the wrench). Start playing around with the tools to try and get a better result. Good luck, it's frustrating but something important to learn.

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Edit: Oh, if you run into trouble removing high (red) weighting, make sure to uncheck Paint Blend Weights. lol sorry for all the edits. 3AM and still browsing LL. Silly me.

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Gonna try the first thing you suggested, thanks.

And yea I'm using 3ds max and already tried editing the weight through edit envelopes (which made me hella mad cause the cloak was weighted to like every freaking bone till the waist), it got slightly better but nowhere near acceptable.

I already knew it wouldn't be perfect when I used skin wrap (because the cloak isn't supposed to be attached to the body except for maybe the small part around the neck) but I never imagined it to be that messed up.

Posted

Gonna try the first thing you suggested' date=' thanks.

And yea I'm using 3ds max and already tried editing the weight through edit envelopes (which made me hella mad cause the cloak was weighted to like every freaking bone till the waist), it got slightly better but nowhere near acceptable.

I already knew it wouldn't be perfect when I used skin wrap (because the cloak isn't supposed to be attached to the body except for maybe the small part around the neck) but I never imagined it to be that messed up.

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Yup that's about how it goes. It can be pretty frustrating. The more complicated the mesh the worse it gets. I hope that cloak wasn't made using the garment maker. If it was it probably has way too many vertices. :P

Posted

Gonna try the first thing you suggested' date=' thanks.

And yea I'm using 3ds max and already tried editing the weight through edit envelopes (which made me hella mad cause the cloak was weighted to like every freaking bone till the waist), it got slightly better but nowhere near acceptable.

I already knew it wouldn't be perfect when I used skin wrap (because the cloak isn't supposed to be attached to the body except for maybe the small part around the neck) but I never imagined it to be that messed up.

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Yup that's about how it goes. It can be pretty frustrating. The more complicated the mesh the worse it gets. I hope that cloak wasn't made using the garment maker. If it was it probably has way too many vertices. :P

Well 552 in only the cloak but that's not the main problem I have right now. Everytime I change the amount with which certain vertices are weighted to certain bones it seems to reset every damn time and on a side note: I read in this thread http://www.loverslab.com/showthread.php?tid=10593&highlight=verlet that Harkon's vampire lord cape has verlet physics. Now I'm not sure if the normal royal vampire armor has it too (didn't use it until I modded it and screwed up the cape) but if it would, wouldn't that have quite an impact on how I have to deal with the cape? (I don't really have any knowledge about this stuff so I'm just guessing)

Posted

Well 552 in only the cloak but that's not the main problem I have right now. Everytime I change the amount with which certain vertices are weighted to certain bones it seems to reset every damn time and on a side note: I read in this thread http://www.loverslab.com/showthread.php?tid=10593&highlight=verlet that Harkon's vampire lord cape has verlet physics. Now I'm not sure if the normal royal vampire armor has it too (didn't use it until I modded it and screwed up the cape) but if it would' date=' wouldn't that have quite an impact on how I have to deal with the cape? (I don't really have any knowledge about this stuff so I'm just guessing)

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That's a good number, so I don't think that's the problem. Try unchecking Normalize when you're editing the weights (and also make sure Paint Weight Blends is also unchecked). I don't think verlet physics would effect the weighting but if the above doesn't work I'll look into it more.

Posted

Well 552 in only the cloak but that's not the main problem I have right now. Everytime I change the amount with which certain vertices are weighted to certain bones it seems to reset every damn time and on a side note: I read in this thread http://www.loverslab.com/showthread.php?tid=10593&highlight=verlet that Harkon's vampire lord cape has verlet physics. Now I'm not sure if the normal royal vampire armor has it too (didn't use it until I modded it and screwed up the cape) but if it would' date=' wouldn't that have quite an impact on how I have to deal with the cape? (I don't really have any knowledge about this stuff so I'm just guessing)

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That's a good number, so I don't think that's the problem. Try unchecking Normalize when you're editing the weights (and also make sure Paint Weight Blends is also unchecked). I don't think verlet physics would effect the weighting but if the above doesn't work I'll look into it more.

I tried it with Normalize unchecked but it resulted in the cape clipping through pretty much everything, well back to trial and error.

Posted

I tried it with Normalize unchecked but it resulted in the cape clipping through pretty much everything' date=' well back to trial and error.

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Are you able to share your scene/nif? Maybe I'll take a look at it.

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All I can think of is that the Skin Wrap modifier did its job poorly. You might want to delete the skin modifier and try a new Skin Wrap. Try both vertex and face deformations. If that doesn't help try remaking the Skin Wrap again and check "weight all points". This will give you pretty complex weighting to work with.

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Edit: You can also try changing the fallout. I understand if you don't want to keep hammering at it though. If you share your work and I'm able to find out what happened I'll be sure to let you know.

Posted

Wow I finally fucking did it (ok I cheated a bit but it worked). Now the only remaining problem is that the model blows up if the weightslider is between 0 and 100 (it works at max and min weight tho).

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*edit* ok nevermind, now I got some weird issue again. The cloak looks fine even when jumping/moving from behind but when I turn the camera to the front it seems to clip through the arms O.o and when I turn it back it looks normal again. After finishing this I'm probably never gonna touch an armor with a cape again.

Posted

*edit* ok nevermind' date=' now I got some weird issue again. The cloak looks fine even when jumping/moving from behind but when I turn the camera to the front it seems to clip through the arms O.o and when I turn it back it looks normal again. After finishing this I'm probably never gonna touch an armor with a cape again.

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ah I've had that happen some time too, seems like something to do with nifskope rather than the actual model tho. I re-exported my armor some time ago and it was fine, tho it had different issues in the end so I never really got to finishing it >.>;

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also its not really clipping of the mesh itself, rather a visual artefact that seems to turn some normals around. or at least, thats what it looked like to me, and I think its the same thing as what you are getting.

Posted

Removing the cloak would be no problem but that isn't really necessary anymore.

I think I fixed the cloak, now I just gotta fix that visual clipping issue and the weight slider.

Posted

Sorry, I was kinda lazy the last few days and worked on my own armor instead of trying to fix the weightslider issue. Gonna get back to it now and lets hope it doesn't take as long as trying to fix the cape.

Posted

Don“t worry for me' date=' Guild wars 2 is overtaking all my free time now

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I heard pretty much all areas are overfarmed at the moment but have fun^^

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