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Cheshire Cat

Scaling and modding in general

So I'm very confused even after all the links that I received and decided to make a thread on modding in general. Just to be sure and I'm guessing here. A _go file is what the ground object is. _0 is the lowest weight slide and _1 is the highest? Whenever I import a armor mod I have to import the skeleton and body? Do I export with the body? Why do I have to re scale armor that already works? Does element effect textures? Is there a way for me to import, delete a part of the armor then export without all these complications? How do I cut the body in certain places? What is skin wrap? I'm looking these up right now and when they are answered I won't have to bother the community anymore and rather contribute.


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_0 is lowest, _1 is highest. some have only a single file for all weights. wish i could help more but thats bxcly all i know wwwwww


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That's alright. At least it answers a few questions and puts me one step further in my ambition. Thanks.


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I'm still new to this, but I think it all depends on what you are working with and what you want to be working with. Both armor and bodies need skeletons to attach to, but you only need 1 skeleton to attach them both to.  But not all skeletons are complete skeletons, you can't attach a chest piece with a skeleton from a pair of boots that doesn't have the required nodes, same thing for BBP/TBBP/non. I tend to import my full skeleton first. import everything else on top of it without their skeletons, then remove the unused bones in export. As for the body, hands, feet, and body pieces remove body meshes when worn, so if you want your body to be visible while wearing them, they need to have a body in them. I import everything with a body, delete the body, import the body I want to use, then when I export the hands/feet/body slots I export with a body. Then open nifskope and delete the body. Then put the body back in. Slots that aren't hands/feet/body I SkinWrap to a body then remove the body before export.


 


Skin wrap tells the highlighted vertices where they live and what they attach to. Which you make into skin, where you control weights that allow armor to move with the parts of the body you want them to rather that stay rigid or have your elbows attached to your knees.


 


sorry if this sounds like a jumbled mess. it really is.


 


been watching these for a little over a year

 


 


PS. This is all assuming that a real 3d modeling program is needed, as in the armor you are messing with isn't already built into separate sections to begin with. Nifskope can do a lot on its own. You can do just about anything to an object short of real mesh edits to each object separately. Like, you couldn't convert a cbbe armor to unp with it, but you can put a unp body in it, scale the armor on x/y/z to make it fit just a little bit better, it just looks like your wearing someone else's clothes.


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I'm still new to this, but I think it all depends on what you are working with and what you want to be working with. Both armor and bodies need skeletons to attach to, but you only need 1 skeleton to attach them both to.  But not all skeletons are complete skeletons, you can't attach a chest piece with a skeleton from a pair of boots that doesn't have the required nodes, same thing for BBP/TBBP/non. I tend to import my full skeleton first. import everything else on top of it without their skeletons, then remove the unused bones in export. As for the body, hands, feet, and body pieces remove body meshes when worn, so if you want your body to be visible while wearing them, they need to have a body in them. I import everything with a body, delete the body, import the body I want to use, then when I export the hands/feet/body slots I export with a body. Then open nifskope and delete the body. Then put the body back in. Slots that aren't hands/feet/body I SkinWrap to a body then remove the body before export.

 

Skin wrap tells the highlighted vertices where they live and what they attach to. Which you make into skin, where you control weights that allow armor to move with the parts of the body you want them to rather that stay rigid or have your elbows attached to your knees.

 

sorry if this sounds like a jumbled mess. it really is.

 

been watching these for a little over a year

 

 

PS. This is all assuming that a real 3d modeling program is needed, as in the armor you are messing with isn't already built into separate sections to begin with. Nifskope can do a lot on its own. You can do just about anything to an object short of real mesh edits to each object separately. Like, you couldn't convert a cbbe armor to unp with it, but you can put a unp body in it, scale the armor on x/y/z to make it fit just a little bit better, it just looks like your wearing someone else's clothes.

I watch those too. I'm going to go find more on nifskope. Thanks

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yeah nifskope is a great place to start. you can do a *lot* of simple edits to armors and weapons in nifskope. its easy to learn, too.


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the probleme is when you take off pieces that are on the same NiTriShape you have still bones and vertices that are attached to something that is no more    it means you need to reassigne correctly to the bones the vertices left . 


 


you do not have to scale  if the meshe is correctly rigged to the skeleton


 


you export with the body just to verify that every thing is good than it is easy to remove branch that you do no need and remove bogus nodes just to clean and assign the textures you want


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the probleme is when you take off pieces that are on the same NiTriShape you have still bones and vertices that are attached to something that is no more    it means you need to reassigne correctly to the bones the vertices left . 

 

you do not have to scale  if the meshe is correctly rigged to the skeleton

 

you export with the body just to verify that every thing is good than it is easy to remove branch that you do no need and remove bogus nodes just to clean and assign the textures you want

What about bad textures?

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bad textures means you did not recorded the data under dtx5      and did not do normals


even if the textures you have are not fiting exactly you can still adjust scale and rotate under nifskope


 


i do not have the eye to see defaults in graphics than i do not care for normals and usualy i take a general one :P


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