Need help getting conformulator to work

Post » Sun Aug 08, 2010 6:41 pm

cant get headwear to adjust to head size. headwear is nitrishape, rigged to skeleton (no nistringextradata).
i tried methods described in http://fallout3nexus.com/articles/article.php?id=134 and http://niftools.sourceforge.net/forum/viewtopic.php?f=31&t=2220#p16865, to no avail.

to reiterate
1) if i export my rigged nif as an obj and use it in conformulator to create an egm, then update facegen model availability in geck, nothing happens. headwear does not adjust to the head.
2) if i drop headwear to ground level in blender, remove vertex groups and unparent, export to nif with weapon body location: helm selected, then do conformulation - headwear behaves as if not rigged (cause its not, i know), and hovers around the head.
3) if i use method 2 (drop head, unparent) to create an egm, but use original, rigged nif with that egm, headwear displays properly but doesnt adjust to the head.

id be extremely grateful if somebody could point me to some more detailed tutorial, or give some advice.
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Benito Martinez
 
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Joined: Thu Aug 30, 2007 6:33 am

Post » Sun Aug 08, 2010 9:49 pm

to reiterate
1) if i export my rigged nif as an obj and use it in conformulator to create an egm, then update facegen model availability in geck, nothing happens. headwear does not adjust to the head.

yes.

2) if i drop headwear to ground level in blender, remove vertex groups and unparent, export to nif with weapon body location: helm selected, then do conformulation - headwear behaves as if not rigged (cause its not, i know), and hovers around the head.

you have to use a nistringextradata node to do the bone attachment in place of skinning it

3) if i use method 2 (drop head, unparent) to create an egm, but use original, rigged nif with that egm, headwear displays properly but doesnt adjust to the head.

yup.

If you want egms to have any effect, Don't rig it.
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Marguerite Dabrin
 
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Joined: Tue Mar 20, 2007 11:33 am


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