near brake- through with converting

Post » Thu Jun 03, 2010 10:14 am

ok so after about 10 hours over 20 weeks i've nearly done nearly but the next step (as far as i can see) is:
ps i'm converting this: http://www.tesnexus.com/downloads/file.php?id=26543

so far i have done this: used a foot mesh (lingarns iron armor reasource) i've lined the new boot up perfectly deleted those lines that make the form of a human. saved opened in nifskope: smoothened mesh and applied textures then i've opened it in the sc and made it a ankle/foot (some result) and so far this is whats happening: http://s740.photobucket.com/home/wollibeebee/index
it comes through perfectly as a body part but when applied as a body port (right ankle in the picture) it doen't appear. even though i replaced it with a foot (revolved it repositened it etc) it wont appear?

any thoughts?

edit:

just looked at a armor called elven mithril chain pantt.... and the setup seems diffent which i wasnt expexting: http://s740.photobucket.com/albums/xx49/wollibeebee/?action=view¤t=sidemysidegame.png so i'm gonna do some more test but still any ideas?
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neen
 
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Post » Thu Jun 03, 2010 10:04 am

Yo will have to do this in a real 3d application like Blender or Max. The boot has to be parented to an armature and mesh has to have weights, else it won't show up. Also take care for it having the correct naming, so it can be recognized by the game.

I'd import that boots into Blender, copy boneweights from a similar pair of boots or maybe feet of better bodies and then only import an armature with option "parent to selected".


TheDaywalker :rock:
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Your Mum
 
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Post » Thu Jun 03, 2010 10:09 am

i've imported the bones from some boots lined the nordic boots up to where they went and exported: now when i open it in in nifskope the skeleton is still thier (from the boots) but so are these big lines that fly up in the air and,
also every time i import the boots those strange lines apear even if i save after deleting them and reopen it they "respawn"
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Ash
 
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Post » Thu Jun 03, 2010 5:43 am

Can't help you but I would like to thank you for potentially bringing us some awesome armor.
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Channing
 
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Post » Thu Jun 03, 2010 5:08 pm

could some one give me a link to how bips should be set up for morrowind, it looks like the boots have 2 of each bip?? thanks

infact i dont think i've ever seen a tutorial for making armor....can someone give mr a link maybe?
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Brian LeHury
 
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Post » Thu Jun 03, 2010 6:25 am

MW armor (or clothes or body parts) can be of two types: skinned/physiqued (have NiSkinInstance and bone (“Bip01” etc.) nodes) or not-skinned/physiqued. Unlike not-skinned/physiqued skinned/physiqued armor meshes nodes (NiTriShape) should be properly named (obviously they should be skinned and contain used bones in their nifs).

The modeling/converting procedure I am usually using is the following: 1. find a suitable original prototype MW nif (I am simply using BBs (for skinned type) in LizTail’s modification that uses original MW skeleton structure); 2. import a mesh of interest in the same Blender/Max scene and adjust it close to prototype meshes, reskin if necessary. 3. test with animations; 4. delete prototype geometry; 5. export…. Note that OB skeleton is different and you might have serious problems in several areas (e.g. feet, shoulders).

The job can be done in different way: 1. import OB skinned mesh and export it in MW without any changes; 2. assemble meshes in NifScope but using convenient MW skeleton nif (e.g. BBs, it might be necessary to rename bones etc.); 3 import it and polish in 3D modeler; 4. clean, export…

Use usual naming rules for NiTriShapes (that is dependent on how you want the model to be setup in the TESCS, what slots should be used, etc.): e.g. “Tri Right Foot 0” (or “Right Foot 0”), “Tri Right Foot 1”, “Tri Right Foot 2”, “Tri Right Foot 3”…. “Tri Right Foot NN”, without brakes.

Not-skinned/physiqued armor meshes should have the same pivot as prototype and be more or less of the same shape.

:)
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Adrian Morales
 
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Post » Thu Jun 03, 2010 10:30 am

:twirl: gonna learn some more nifskope so thats all easier to understand! :drool: thanks heaps, i knew the proccess was similar i just didn't know how to go about it, also every time in blender: import a bb boot' skeleton, line the new boots up, delete thier skeleton (it cant be revolved with out it :swear: ) it's just the nifskope part as when i open it up it has these wierd lines and the files block list is really screwed up is there anyway to delete everything and just copy and past a bb's bip data?

but thanks for all that helped heaps1 :disco:
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Laura Wilson
 
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Post » Thu Jun 03, 2010 8:03 am

Those are bone nodes. Formally it is not necessary to create/have correct/complete skeleton structure in body/armor/clothes nifs, only used bones should be present in a nif (but I have seen skinned meshes in nifs without any bone nodes in other Gamebryo games).
In case the boots are not skinned there is no need to have any bones. Import original MW boot as a prototype. BBs are nearly useless for that and could be even misleading: MW not-skinned boots are absolutely symmetrical (no left and right), and one boot is sufficient (TESCS/game engine creates another one), check original nifs.

:)
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Pumpkin
 
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Post » Thu Jun 03, 2010 7:22 pm

i'll test all this out later thanx :foodndrink:
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Brad Johnson
 
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