Hello everyone,
I have a NIF problem and I can't figure out how to solve it. Also, I have very little understanding of how NIFs work, which probably doesn't help.
So I am looking for help - either in explanations or in actual fixing the model, please!
I am making a companion out of Geralt of Rivia using the https://www.nexusmods.com/oblivion/mods/39098. The author made models of Geralt's armour very similar to Witcher 2, and they look great in principle. They look absolutely fine in Nifskope, but in the CS https://masserandsecunda.files.wordpress.com/2022/04/geralt-armor-problem.jpg.
I am only interested in two models from that mod: Raven.nif (the cuirass) and KMgauntlet.nif (the gauntlets) - they are shown in the screenshot. My suspicion is that some nodes on the armour are not connected to the appropriate skeleton nodes, but I don't know how to fix it!
The armour does work in-game, but I am uneasy because clearly there's an issue. I worry that it might be introducing instabilities.
So, is there a kind soul out there who can either fix them for me or teach me how to fix them? Please? Pretty please?
I only have Nifskope, no Blender, that's because I have no clue about model making... I do scripts, not graphics... I figured out doing textures with GIMP, but meshes - that's mostly beyond me.
I'm looking, but I haven't seen anything yet that makes sense of that screenshot.
On the Raven.nif, the UpperArmTwist bones are missing from the NiSkinInstance of the sleeves, but that should not be enough to cause that much distortion. I wondered if the skeleton had a changed bone order, which would weight the skin to the wrong bones, but that would only get fixed in game if a different skeleton was used.
I haven't pulled it into Blender yet, but I'll report when I have.
Ghastley, thank you so much!
It's supposed to be for the normal human skeleton. The Rivian race that he defined for Geralt is based on re-textured Imperial. He gave him an amulet for the tail slot (in the race definition!) but removing it makes no difference to how the CS shows the armour.
Nothing odd shows up in blender either, beyond the lack of weighting to the twist bones, which is permissible. If it's good in game, the problem my be in the CS, not the mesh. I haven't installed the Oblivion CS on my new machine, as it has no optical drive to load from. That means I can't attempt to reproduce that issue.
Ghastley, thanks so much for looking into this! If there's nothing fundamentally wrong with it, I'm just going to ignore the CS behaviour. But now that you checked it, I can do it in good conscience.
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