How to rig creature in Blender?

Post » Sat Oct 16, 2010 4:50 am

Hi, I'm trying to set up new model for custom creature, but since I never done that before I'm having trouble.

Basically, I want to use DaMage's http://tesnexus.com/downloads/file.php?id=35904, but instead of DaMage's model I want to use different one that I created.

http://i285.photobucket.com/albums/ll54/pero_lozhach/snowmandamage.jpg

http://i285.photobucket.com/albums/ll54/pero_lozhach/snowmanmine.jpg

So, as far as I understand what needs to be done is to:
1. copy these last 5 NiNodes from DaMage's snowman and paste them into mine
2. copy NiSkinInstance from every matching NiTriStrips and paste them into mine matching NiTriStrips
3. Make sure that NiSkinInstances point to correct nodes

Is that correct?

I have done #1, but I'm having trouble with #2 because the node always ends up on the bottom instead nested inside NiTriStrips. I can't remember how to solve that...

So I need your help.
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dell
 
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Post » Sat Oct 16, 2010 7:48 am

You probably need to hook the NiSkinInstance to the NiTriStrip. Go to the tristrip that should be the parent and see if there is a num children field and children array. Check the children array and if there are no empty slots (that say none), increase the value in the num children field by 1, click on the update button for the array (or right-click on children and select array - update array from the menu). Expand the children array and change the none entry to the number of the node you pasted in. This will link that node to the tristrip. If there's nothing called children, then it might be called Num Properties and Properties, but the principle is the same.

I haven't worked with characters very much so I don't know about the general process for what you're trying to do, but I have a LOT of experience copying and pasting elements into NIF's, so my instructions will allow you to link something that you pasted in into the proper spot in the hierarchy :)
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Eve Booker
 
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Post » Sat Oct 16, 2010 5:54 pm

Thanks Andalaybay, I'll try your instructions.
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vanuza
 
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Post » Sat Oct 16, 2010 7:32 am

If I'm reading correctly, you want your mesh skinned to a skeleton. Nif Skope can't do that, at all. The skin data specifies the weighting of each vertex to each bone, and there's no way to figure out the vertex index arrangement of the mesh from inside NifSkope.

You're going to have to paint the skin weights in a modelling tool (gMax, Blender, Milkshape ....). Presumably you have one of those to produce the original snowman mesh.
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Budgie
 
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Post » Sat Oct 16, 2010 7:24 am

Yes, I guess I want that. I made mesh in Blender, but I don't know anything about that other stuff. Andalaybay's suggestion for nesting skininstance works, I need some more adjusting and testing it if it works of course.

Are you sure that it can't be done in Nifskope by copy pasting blocks from other creature?


Edit:
I'd like to learn that soon because I'd like to create new creatures. But if anyone would care to set up this one for me, PM me and I'll send you my model and the rest is on link in the 1st post.
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Eire Charlotta
 
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Post » Sat Oct 16, 2010 6:35 am

When I saw your original post, I had the impression the two models were pretty similar. Now, as I said, I know bleep all about creatures, but if the weights are close enough, you might get away with copying the data from one mesh to the other. Apparently Saiden has some pretty good tutorials. Here's http://sites.google.com/site/saidenstorm/oblivion3dsmaxanimationtutorial and you might find something on his site that is closer to what you're after.

Otherwise, maybe someone else can give you more pointers or give you a hand with that mesh.
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Janette Segura
 
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Post » Sat Oct 16, 2010 7:09 pm

So apparently it has to be done with modelling program. I use Blender.


How to rig creature in Blender?
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stevie critchley
 
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