» Sat Aug 07, 2010 11:06 am
I don't know much about blender so i cant advise you on import/export settings, but I was wondering if you were rigging your chest brace to a skeleton or if it was just a static? This argonian chest mesh you're importing into blender is probably rigged (it needs to be rigged to bend correctly during animatins), so if you want to reexport it with your chest brace to get a single nif everything will need to be rigged. Before exporting you'd have to make sure that the argonian chest is named "tri chest 0", and that all your custom additions follow the naming convention tri chest 1, tri chest 2 etc. (although if you forget you can easily rename everything in nifskope). Otherwise some parts wont show up ingame.
If you are not rigging your work, then you dont really need to follow that convention, although it wont hurt (you never know with morrowind). You'll probably want to rig your meshes though, they will look much better and bend correctly during animations. Non-rigged chest meshes work best for bulky armors I think (since metal does not really bend in real life). I believe Hedgehog's armors are not rigged (because of his use of reflection maps which as far as I know still dont work with rigged armor meshes), so you could always download one of his armors and see with nifskope how everything is set up, and especially check how he placed the pivot. And if you want to check how a rigged chest mesh works, you could have a look at NioLiv's shirt meshes in one of her resource packs.
Hope this helps a bit and that I'm not too confusing. Personally I would recommend reading a few tutorials on how to create an armor/a physiqued/skinned mesh for morrowind in 3dsmax, even if you are a blender user you will learn a lot from them (you could try reading psychodog studios tutorals for instance, they got me started and cleared a lot of things up).