Nifscope help needed

Post » Wed Oct 14, 2009 1:13 am

Hope I explain this right.
I have an object on the xyz where the bottom right edge is where they all meet. What I want to do is move the yellow node or what ever it is called and attach it to the top right edge. I have raised lowered flipped, etc. but the yellow node stays on the same edge and draws a yellow line to the dot. I want to know how to detach it and re-attach it to the top edge thus making the top edge the reference point.
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Cesar Gomez
 
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Post » Tue Oct 13, 2009 8:07 pm

I wish I could understand you. Post a picture.
You cannot edit single vertices in NifScope (actually it is possible but not that easy). NifScope is not a 3D modeler, use Blender, Max, Maya.

:)
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maddison
 
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Post » Wed Oct 14, 2009 3:21 am

@ A1x2e3l
I want to rotate several objects once they are activated in the game by 90 degrees. I know you can do this with a script but then I thought why not let the game rotate it the 90 degrees like a door. I know that all doors rotate clockwise 90 degrees and if you flip the door in the CS then in game it will appear to rotate counter clockwise. I took my object and made it a door. It now rotates like I want it to but I need the other half to rotate the other way so I flip it 180 degrees in nifscope so it is upside down but once I place it in the game it is flip right side up and acts like the orginal.

The best way for you to see this is by using the "in_c_door_arched.nif" and placing it in nifscope and rotate the door 180 degrees so that the arch is now upside down but once you load it into the CS it flips it rightside up and it opens clockwise. If you take a look at the "door_cavern_doors00.nif" you will see that the xyz node is in the middle of the door. Rotating this door 180 degrees in nifscope and it still reacts as an upright door.

Using the door as a reference I am wondering how do you flip it 180 degrees and then attach the xyz axis so that it reads it as right sideup but you see it as upside down which I'm think means that the x, y and z axis all have to read as 0.0 for this to work.

I do have Blender and was messing around but it would not save anything I did. I kept getting errors.
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Kari Depp
 
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Post » Tue Oct 13, 2009 7:20 pm

Never mind
I figured out what I was doing wrong. I was rotating all the pivot points which included the main one. Now if I leave the main one alone and pivot all the rest the door now is loaded upside down in the CS and when I flip it 180 degrees it now rotates counter clockwise. Now I have doors opening the opposite way. I also have my other object rotating counter clockwise.
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Eibe Novy
 
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Post » Wed Oct 14, 2009 2:47 am

I guess you have to rotate and reposition all meshes (NiTriShape) in a nif and apply transformations (scene/nif root note is not the right target – any transformations of it will be ignored in the game). However, I have seen strange effects with animated meshes, they always rotate in one direction whatever I was doing.

:)
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Mike Plumley
 
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Post » Tue Oct 13, 2009 10:05 pm

It seems like we were posting at the same time. As you can see I got it to works correctly by leaving the very top xyz alone at 0 and rotating everything else 180 degrees plus I had to offset the door to the opposite side so it does not rotate into the door frame. So the game engine use the first as its pint of reference to rotate objects.
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Mackenzie
 
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