» Tue Mar 15, 2011 3:39 am
Yes, what I see in the screenshot is what I expected... another Scene Root inside Scene Root, the daggers as NiNodes with the actual NiTriStrips/Shapes inside of them... these are all things the game engine won't like and thus the NIF file structure is corrupted.
Now, it's not quite easy to explain but not really very complicated to get it done right either.
You need to make sure there's only 1 armature in the whole .blend file, the one of the armor.
The weapon meshes and scabbards you imported need to be "parented" to this armature.
Select both, a weapon/scabbard mesh and the armature, and go to "Object => Make Parent => Parent To Armature => Don't Create Groups" (or something like that) and you'll have parented one of those meshes to the armature. Repeat for the others. That should hopefully get us rid of the multiple Scene Root issue already.
As for rigging those unrigged meshes to the skeleton, well, let's see... those 2 glass daggers could certainly be rigged to one of the spine bones, but I don't know how they will react (and clip) when the upperbody is bending up or down as different sections of the chest of this armor are weighted differently to more than 1 of those bones. Maybe with copying the bone weights from the armor mesh in this case you could even achieve yet better results. (Granted, scabbards and daggers bending when you bend isn't really realistic, but it'd require a little more serious conception to make it look right when only rigged to 1 bone without clipping in this position.) For copying bone weights select the dagger/scabbard mesh and delete all its Vertex Groups. Then select the dagger/scabbard together with the mesh you want to copy from (the chest of the armor) and go to "Objects => Scripts => Copy Bone Weight". Quality 3 or 4 should be alright and hopefully the meshes aren't too complex and it won't take too much time computing the resulting weights.
Is this another dagger on the wrist I see there? This one might work rigged to the "hand" bone or the lower arm perhaps. In this case bone weight copy could only mess up the rigging as it would connect it to all fingers likewise etc.
If you want to go the "rigging to 1 bone" route though, it's yet easier to just select the whole thing in Edit Mode ("A"-key) and "Assign" the vertices with a weight of "1.00" to the Vertex Group of the 1 bone you chose.
If there are no Vertex Groups already, just create a new one and name it accordingly "Bip01 ..." matching the name of the chosen bone. Maybe in this case "Don't Create Groups" while parenting wasn't the best choice either.
You can even test the bending and rigging of everything in Blender by selecting the armature and going into Pose Mode. As long as you only right-click instead of left-clicking any rotations ("R"-key) you do to the bones will not alter the armature but the bones will always return to their initial states.
edit: Uh, almost forgot, not all imported armatures can be posed of course. If they're not in a hierarchical structure already (bones as children/parents of other bones), this will not work. In such cases I always import a clean armature (e.g. from skeletonbeast.nif) with the "Skeleton Only (Parent Selected)" option and then afterwards import the actual armor/whatever mesh with the option "Geometry Only (Parent To Selected Armature)" while of course having the previously imported armature highlighted.
Hopefully that got us rid of all the issues in the NIF file structure after export.