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Eschola

Porting Hair Problem

Hi! 


 


Lately I've been trying to get my oblivion character to look like Elizabeth from Bioshock Infinite. I found the mod that did it for the Skyrim playermodel (http://www.loverslab.com/topic/15855-bioshock-2-bioshock-infinite-in-skyrim/) and I tried to port that hair mesh into Oblivion. 


 


I've ported a lot of stuff from Skyrim successfully before, but this is my first time doing hair.


 


When I tried to port it as hair and used the conformulator, the hair mesh just looked horrible on the head, parts were missing inside the face. Overall it was a mess.


 


I decided to just import it as wig-helmet.


 


First, I skinned the whole mesh to the head bone, as soon as I see it ingame, my videocard driver would crash ASAP. 


 


Then I tried to make it like a regular helmet where it's position in 3DSmax is right on the axis. When I put it into the game, it's floating way far above my character's head. I had to move the hairmesh in 3DSmax to the origin, so when I checked it in nifskope, there settings in "translation" is X: 0. Y: 0.8 and Z: -112. When I reset it all back to 0, it still floats. 


 


TLDR, I don't know what the hell is going on. If anybody can help, I can send you the mesh file. 


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I can help, but you'll need to explain more.

What do you mean by looking horrible? Do you have screenshot? Have you ever experienced creating hair for oblivion before?

Or if you want to make it as a wig, it doesn't look like you've exported it correctly.

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Thanks for responding! 


 


I have not had any experience creating hair before. I was following a video tutorial I found on Nexus. The model showed up in the game when I went to racemenu, but the hair itself had parts missing. The entire fringe or the front part was somehow missing, exposing the forehead of the character. I assume that the model itself was working, just the headmorph I made with the conformulator was bad or something. 


 


Anyways. It'll take me some time to recreate that for you, and I assume making a wig (helmet) is probably easier. 


 


I didn't have much time today to show you a lot, but I screencapped my export settings in 3DSmax. I skinned the entire mesh to the head bone to make things easy for now. Then I exported it with those settings, and put it ingame with the construction kit. As soon as the model enters the frame, my entire screen starts to flicker black, and then the game crashes along with a message saying the driver has crashed.


 


I don't suspect it's my export settings as I tried to debug this by exporting another random working mesh from another mod, and it showed up in-game properly. 


 


LizHairExportsetting_zps02f2dfd8.jpg


 


 


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First off, the hair meshes for Oblivion must be on the ground, as to your position problem.

Import any oblivion head (or skeleton), and set the orientation of the hair object to same as Bip01 Head. Now, shift the hair object to the global center. (Usually, y -1.187 and z+112.441 is the Bip01 Head location in Nifskope. NPC's basic height is 120 in Oblivion)

The model showed up in the game when I went to racemenu, but the hair itself had parts missing. The entire fringe or the front part was somehow missing, exposing the forehead of the character.

Then I assume that "missing fringe" refers to a similar problem to this:

http://www.loverslab.com/topic/19690-converting-a-hair-to-rigged-wig-in-oblivion/?p=533830

Fortunately enough, hair work is quite simple once you get this 'sorting' job done. The exported mesh must have NiVertexColorProperty and the vertex coloring should also be enabled in NiTrishapeData block. Other than this it's all same as other things.

 

I don't suspect it's my export settings as I tried to debug this by exporting another random working mesh from another mod, and it showed up in-game properly.

Ok.. exporting option for wig items is exactly same as all other clothings. But then I don't know what's going on.

How did you get the hair mesh in 3ds? Imported skyrim nif directly? If so, try importing .obj.

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I looked into other models and I tried exporting it on the ground, adjusted to the head on the global center as you said. This is what happens when I do it. 


 


lizsample4_zpsdb75b8f2.jpg


 


I looked into the nif file on nifskope, and when I adjust the translation values, it seems to float differently. For example, if it's on the global center when I export it, it's always floating to one side, but when I adjust the translation value to all 0's, it floats above the head directly. 


 


I'll try to export/import it as .obj. See how it works out. Thanks for bearing with me. 


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hmm, did you apply the translation/rotation to the object? Sorry I can't help you with 3DS.

Once you get stuck again, try posting the exported nif and 3ds file and let me see. I believe Blender can import 3ds file...

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I did apply translation/rotation to it, but I didn't expect those values to stick onto the .nif file after exporting. I always expected what I export would be considered the 'default' positioning.


 


lizsample5_zpsa9529b27.jpg


 


I haven't fiddled around with it yet, but this is what I was talking about. 


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Uhh, yes. That's strange, those translation values must be [0,0,0] after export.


Try "apply transform" in Nifskope and conformulate again?


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