Blender weighting not appearing ingame

Post » Fri Nov 16, 2012 5:19 pm

Hello, dear community!

Well, I finally got importing and exporting down and working with the Blender and NifSkope. Altering meshes was as I remembered it to be (good Ol' Oblivion/F3 training), BUT when it came to creating my own stuff, and rigging it like I remembered it, something happened in game.
Actually, it was the lack of happening that is the problem. You see, when I rigg it in Blender, it works, I can move the piece of the armor with the bones (meaning it is weighted in Blender), but when I export it into NifSkope, add all the needed alterations, and look at it ingame, the piece of armor floats where it is. Meaning that it's not actually weighted after all.
When I use that horrid 'never do that with armor' replace shape trick, it actually moves with the char (being weighted), ofcourse it comes with the usual 'stretched around the entire screen bug', but I find it peculiar that it becomes weighted...

So, let's sum up:
  • Weight verticles
  • Export as fallout3
  • Change BSDismemberSkinInstance - Partitions as needed
  • ???
  • Profit
This is not working however... What am I missing? (I do have rigging experience from earlier Beth games, what is new (what haven't I taken into account)?

Thank you for your time,
Kevin

Oh and PS, good to be back into modding :biggrin:
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Justin Bywater
 
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Post » Sat Nov 17, 2012 3:49 am

Add the SLSF1_skinned flag to Shader Flag 1 on all armor pieces.
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Dean Ashcroft
 
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Post » Sat Nov 17, 2012 3:26 am

kewin, I would love to know how you are making your own models and getting them into skyrim. I have used blender for years, and would like to make my own custom walls, doors, static models for the game. any help or point me towards a tutorial would be great.

piggy
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kiss my weasel
 
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Post » Fri Nov 16, 2012 11:41 pm

Add the SLSF1_skinned flag to Shader Flag 1 on all armor pieces.
WOW! That worked! The helm is 90 degrees off, but it's weighted! Thanks a bunch!

@The Pigglesworth, I watched http://www.youtube.com/watch?v=IE9hY5Kl6fg (I can't speak german either, but look at the steps he does) on how to get rigging into Skyrim, but the same goes for static meshes I belive. All the weird difficult steps lies in NifSkope imo. What you have to do when creating a static mesh is replace the strips or shape of a ingame-mesh with your exported mesh. I can't really describe it, but it's a tecnique that has been used since before my time (Oblivion).
As a static mesh doesn't have any other properties than shading and texturing, replacing the way the mesh looks (replacing it's verticles) works in game too.

I'd suggest just reading around, try to find videotutorials. Remember, getting a weapon ingame is VERY closely the exact same thing as getting a static mesh into the game, so start with finding out how to get that in.

Don't know if that was to any help, but good luck good Sir!
And thank you Hanaisse! :D
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Anthony Rand
 
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Post » Sat Nov 17, 2012 4:39 am

Thanks I'll give it a try.

piggy
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Sarah Knight
 
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