Nifskope: How to attach bones to an armor?

Post » Tue May 17, 2011 2:40 pm

Hi all,

I'm working on the next patch for Morrowind Overhaul. In this patch I'll include http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8713 merged with http://www.google.ch/url?sa=t&source=web&cd=1&ved=0CBgQFjAA&url=http%3A%2F%2Fwww.4shared.com%2Ffile%2FiPQvhvln%2FIlluminatedArmor.html&rct=j&q=illuminated%20armor&ei=W_OyTdKSLMmDOufkyZYJ&usg=AFQjCNGkBvsGUsKu4q5OLxmSdZy1be4dFw&sig2=5Q8-jWq41Kj22r6VB0BA_g&cad=rja by AnOldFriend.
All went smooth until I had to merge the cuirasses!
In fact the vanilla ones (and the cuirasses from Illuminated Armor), come with all the bones (not sure if that's the right name), and that NiSkinInstance.
Now, since the ones included in Detaile Armor don't have them and they are clipping bad with the legs, how can I include the bones in the merged cuirasses?
Never did that before, so I have no ideas at all.

Here are 2 screenshots to explain better what I mean:

http://img816.imageshack.us/i/reflecting.png/
http://img855.imageshack.us/i/detailedcuirass.png/

Thanks for the help :)
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Dustin Brown
 
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Post » Tue May 17, 2011 7:54 am

You can't add back bones if the mesh has been changed, the vertices are assigned to bones in the modelling program (it's called rigging). Looks like the bones data was removed, so you need an animator to spend some time working on it.
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Jessica White
 
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Post » Tue May 17, 2011 11:53 am

You can't add back bones if the mesh has been changed, the vertices are assigned to bones in the modelling program (it's called rigging). Looks like the bones data was removed, so you need an animator to spend some time working on it.

Oh I see, thanks for the answer.
I wonder why did the creator of detailed armor delete them, haha.
I'll serch an animator, or I'll leave the detailed cuirasses out.
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tiffany Royal
 
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Post » Tue May 17, 2011 7:23 am

Sorry to pipe in here without an answer to your question but I had to ask - do you research the mods you put into the overhaul or do you select the ones you like? I only ask as the detailed armor mod is well..... I wouldnt use the overhaul if you included it put it that way.


I am not meaning to put down the detailed armor mod, alot of people like it. But I am very curious as to how you select mods for the overhaul project. So far you've been pretty accurate with the type of mods and quality people want which is a great thing! But how do you choose between all the replacers out there! Must be very stressful lol. Keep up the good work :)

=MA=
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Danel
 
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Post » Tue May 17, 2011 4:47 pm

Sorry to pipe in here without an answer to your question but I had to ask - do you research the mods you put into the overhaul or do you select the ones you like? I only ask as the detailed armor mod is well..... I wouldnt use the overhaul if you included it put it that way.

Now you've got me all curious. Is the objection with the method the mod creator used to create the armor mesh detail?

EDIT: feel free to PM me an answer if you don't feel comfortable explaining it in the thread here.
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Charlotte Lloyd-Jones
 
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Post » Tue May 17, 2011 4:08 am

Sorry to pipe in here without an answer to your question but I had to ask - do you research the mods you put into the overhaul or do you select the ones you like? I only ask as the detailed armor mod is well..... I wouldnt use the overhaul if you included it put it that way.


I am not meaning to put down the detailed armor mod, alot of people like it. But I am very curious as to how you select mods for the overhaul project. So far you've been pretty accurate with the type of mods and quality people want which is a great thing! But how do you choose between all the replacers out there! Must be very stressful lol. Keep up the good work :)

=MA=

Sorry I didn't see this reply before.
Well, actually I choose the mods I retain more appropriate.
Before including a mod I have to test it deeply in all its features. The selection is made by me, all the Overhaul Team and the community itself :)
So far the mod has to be friendly with the original Morrowind feeling and without bugs. In the next patch, for example, detailed armor will be optional.

Not sure if I got exactly your point, this is what my english got :P
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Vickytoria Vasquez
 
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Post » Tue May 17, 2011 8:31 am

Sorry I didn't see this reply before.
Well, actually I choose the mods I retain more appropriate.
Before including a mod I have to test it deeply in all its features. The selection is made by me, all the Overhaul Team and the community itself :)
So far the mod has to be friendly with the original Morrowind feeling and without bugs. In the next patch, for example, detailed armor will be optional.

Not sure if I got exactly your point, this is what my english got :P

no thats fine :D

Sounds like you have a detailed testing feature as well as sticking close to morrowinds concept - you get a thumbs up from me :)
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maddison
 
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Post » Tue May 17, 2011 10:40 am

no thats fine :D

Sounds like you have a detailed testing feature as well as sticking close to morrowinds concept - you get a thumbs up from me :)

Thanks :)
Yeah that was my goal when I started this 2 years ago :D
I hope that I reached it (at least in part).
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Ana
 
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