Lux77 Posted August 17, 2012 Posted August 17, 2012 Tried to convert these boots,but something went wrong.pics inside the file with the nifs. boneweight and skeleton comes from calyps investigator boots. Does someone knows why they looks like slices
Ark of Truth Posted August 17, 2012 Posted August 17, 2012 This should be in this forum. You will get a better responce. http://www.loverslab.com/Forum-Technical-Support--45
Vioxsis Posted August 17, 2012 Posted August 17, 2012 Weight is fucked, and there not aligned properly.
Handelo Posted August 17, 2012 Posted August 17, 2012 Weight is fucked' date=' and there not aligned properly. [/quote'] I don't think it's alignment that's causing this. It's either the weighting gone horribly wrong, or something that's called a Vertex ID mismatch. Basically, the vertices are numbered differently between the _0 and the _1 versions of the boots, and so the game doesn't know how to correctly interpolate between them when your character weight isn't either 0 or 100. If it's the former, re-weight the boots. If it's the latter, you have 2 choices: 1. Simply use the same file for both weights. Downside is, it won't scale with your character's legs and might cause clipping. 2. Open up one of the files (say the _0), re-export it, and don't close the scene! Now edit the geometry in the same scene to fit the the other end of the weight scale (e.g. _1) and re-export again. Once you do that, the vertex IDs should remain the same in both files and the interpolation will work properly.
Vioxsis Posted August 17, 2012 Posted August 17, 2012 Weight is fucked' date=' and there not aligned properly. [/quote'] I don't think it's alignment that's causing this. It's either the weighting gone horribly wrong, or something that's called a Vertex ID mismatch. Basically, the vertices are numbered differently between the _0 and the _1 versions of the boots, and so the game doesn't know how to correctly interpolate between them when your character weight isn't either 0 or 100. If it's the former, re-weight the boots. If it's the latter, you have 2 choices: 1. Simply use the same file for both weights. Downside is, it won't scale with your character's legs and might cause clipping. 2. Open up one of the files (say the _0), re-export it, and don't close the scene! Now edit the geometry in the same scene to fit the the other end of the weight scale (e.g. _1) and re-export again. Once you do that, the vertex IDs should remain the same in both files and the interpolation will work properly. I looked at them in max, The weights are fucked, and there not aligned properly.
Lux77 Posted August 18, 2012 Author Posted August 18, 2012 Weight is fucked' date=' and there not aligned properly. [/quote'] I don't think it's alignment that's causing this. It's either the weighting gone horribly wrong, or something that's called a Vertex ID mismatch. Basically, the vertices are numbered differently between the _0 and the _1 versions of the boots, and so the game doesn't know how to correctly interpolate between them when your character weight isn't either 0 or 100. If it's the former, re-weight the boots. If it's the latter, you have 2 choices: 1. Simply use the same file for both weights. Downside is, it won't scale with your character's legs and might cause clipping. 2. Open up one of the files (say the _0), re-export it, and don't close the scene! Now edit the geometry in the same scene to fit the the other end of the weight scale (e.g. _1) and re-export again. Once you do that, the vertex IDs should remain the same in both files and the interpolation will work properly. I did exactly what you said...in blender...then they didn't work,maybe the boneweight copy didn't work fine? anyway thanks!
Handelo Posted August 19, 2012 Posted August 19, 2012 I looked at them in max' date=' The weights are fucked, and there not aligned properly. [/quote'] Oh, I see the issue. Didn't have the time to look into it yesterday. I thought you meant alignment to the origin point, didn't realize it wasn't aligned to the body itself lol. I did exactly what you said...in blender...then they didn't work' date='maybe the boneweight copy didn't work fine? anyway thanks! [/quote'] I'm not a blender user, so I can't say for sure, but try these steps: 1. Align the boots properly to the feet. 2. Re-weight the boots so the calves, feet and toe bones are the ONLY ones that have any weight on them. 3. Re-export to the *_0.nif and use whatever tweaks are required on the nif file to make it work (follow a tutorial). 4. Check in-game to see if it works when your character weight is at 0 (use the console command "player.setnpcweight 0"). If it looks good, then you can modify and export the *_1.nif in the same manner.
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