» Fri Feb 18, 2011 8:02 pm
Like the people above mentioned, you can't do what you want to do, in Nifksope. You have to use Blender.
Firstly, make sure you have Blender and your other programs installed, as mentioned in this tutorial, just in case:
http://www.tesnexus.com/downloads/file.php?id=12248
From above, you should choose the following program versions -
Blender 2.49b
Python 2.6.5
Blender NIF Scripts 2.5.5
NifSkope 1.0.22
PyFFI 1.1.5
Secondly, this is a handy site with some Blender info that might come in handy for you later on:
http://niftools.sourceforge.net/wiki/Blender
Skinning, as explained by this site (does not tell you how to skin, but tells you how it works):
http://blender.active-domains.com/x/x5248.html
Blender.org's Skinning Feature(s) (note the "Bone Heat Weighting" option):
http://www.blender.org/development/release-logs/blender-246/skinning/
I have made a picture tutorial for you, in regards to skinning in Blender (download the images, and look at them in order starting with "1a" prefix and ending with "10"...):
http://img153.imageshack.us/g/1aaddarmaturebonestosce.jpg/
Lastly, here is a quickie tutorial that goes over Blender Rigging, and then Skinning (on the next page):
http://blender.active-domains.com/x/x1370.html
To make custom armor bend with vanilla NPC's bodies properly, try to do the following first:
Import the NPC skeleton.nif from "_male" folder, and also import all the body meshes of either the male or female into same scene (chest/arms, feet, legs, etc). Make sure the meshes are parented to the skeleton.nif (Blender has an option upon Import to do this automatically).
Take your armor piece, and make sure it is separated into the different body parts that Oblivion uses: Boots for feet, greaves for legs and waist area, etc. Add an "Armature Modifier" to each custom armor piece of yours (look at my picture tutorial: 1b through 1d)
Then first select your boots, and then secondly select the vanilla body's feet mesh so that both are highlighted (order of selection matters), then go to "Objects' -> "Scripts" -> "Bone Weight Copy", make sure the quality is set to 4, then click ok. This will make it so that your boot mesh conforms to the weights of the vanilla body mesh's vertices, and bends like the vanilla body part (for the most part).
If the boots show some vertices acting weird, you need to individually tweak those vertices weights in the "Weight Paint" section (shown in picture "10" of my picture tutorial).
Do NOT skin any vertices of any Oblivion creature or NPC mesh to the Bip01 bone. Do not assign more than 4 bones for any individual vertice to be weighed to. Creature meshes, NPC meshes, and armor/clothing meshes - when exported, they should NOT have a Bip01 or Bip01 NonAccum bone in the listed bones, in Nifskope. Having these two bones in such nifs, also causes CS error message, I think.
Koniption