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Question about Modifying Outfits in NifScope

I'm removing bits and pieces of outfits that I don't like (or just making some clothes more...open). For a lot of meshes, you can just delete the Branches, and that works just fine.

Some of them I have to delete all the "skin" objects, and copy over the entire body again.

The problem is when the body meshes clip with the clothing meshes. Now...I know this can be fixed in Blender. However, for various (64-bit) reasons, my current Blender install can't be setup to import Nifs.

So, here's the question...is it possible to deal with body clipping in NifScope?

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I'm removing bits and pieces of outfits that I don't like (or just making some clothes more...open). For a lot of meshes' date=' you can just delete the Branches, and that works just fine.

Some of them I have to delete all the "skin" objects, and copy over the entire body again.

The problem is when the body meshes clip with the clothing meshes. Now...I know this can be fixed in Blender. However, for various (64-bit) reasons, my current Blender install can't be setup to import Nifs.

So, here's the question...is it possible to deal with body clipping in NifScope?

[/quote']

Can't you have parallel Blender installs? It sounds to me like you're advanced enough of a user that you'd benefit more from being able to export. But you've probably looked into that already.

I don't know any easy way to do that in NifSkope. You can change the position of individual vertexes in the TriStrips block of the mesh you want to change by opening the "vertices" entry in the block details. However, I don't know how to identify a vertex in the list based on its position onscreen, except by scrolling through each vertex in the list until the vertex you want changes color on the model. And I've never actually done this with a mesh and then tried using it in Oblivion.

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Can't you have parallel Blender installs? It sounds to me like you're advanced enough of a user that you'd benefit more from being able to export. But you've probably looked into that already.

Not so much that I don't want to install 32-bit, just that I'm interested in seeing the alternatives first.

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[attachment=2656]

So' date=' here's the question...is it possible to deal with body clipping in NifScope?

[/quote']

Generally, yes, but it's limited.

If you open a NiTriStrip block, you'll notice a NiSkinInstance sub block. If you open it, you'll notice a list of bones (NiNodes) named Pelvis, Spine, L Thigh, ... and a NiSkinData property.

The bone list is a good indication of what can be modified (moved, resized) in the NiTriStrip.

If you click on the NiSkinData, a bunch of info will be displayed in the Block Details panel.

There's a Skin Transform property with rotation, translation and scale modifiers which applies to the whole NiTriStrip. I'm not sure it has an effect in game. More interesting is the Bone List property. Open it, and it will display the list of the weighted bones for the NiTriStrip. But this time, the bone name will not be displayed, so you'll have to guess which is which. Generally, they are displayed in the same order as they are in the block list panel. But not always, especially when there is a lot of bones (Triss outfit, I'm looking at you). Also, the 0 NiNode Scene Root isn't displayed in the Block Detail panel.

If you open one of the bones in the bone list, you'll notice a Skin Transform property and inside this, rotation, translation and scale modifiers. If you modify those, then the NiTriStrip will be modified.

Some tips :

If the Num Vertice property number is low (relative to the mesh polycount), then the modifiers will have very little impact on the appearance of the NiTriStrip.

Use the scale property to see the influence of the bone on the NiTriStrip

You can only resize with a 1:1:1 proportionality ratio, it's probably the most limiting factor in modifications.

Using Nifskope this way is really the poor man Blender. But most of the times, it's enough for mashups and the like.

Good luck.

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Thanks Aleanne! That worked beautifully...and a lot easier than expected :D.

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Thanks Aleanne! That worked beautifully...and a lot easier than expected :D.

Looking great :D

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