Armor doesn't produce movement ingame

Post » Thu Jun 21, 2012 10:37 am

Hi fellow modders

I'm facing a strange problem but I must admit I'm no ace at blender and nifskope. I'm trying to make a very simple armor and the workflow was:

- http://wiki.tesnexus.com/index.php/Creating_an_armour_for_Skyrim._Part_1 (and part 2)
- http://www.youtube.com/watch?v=IE9hY5Kl6fg (German)

After some tries I've been able to create the armor, problem is it doesn't has movement. The armor just follows the npc but remains static (like a statue). I've used static meshes/nifs from SKYRIM to create this armor, do you think this might be causing the problem? But this would be strange because I can simulate the movements in Blender:

http://www.youtube.com/watch?v=X0IMNSD285E&feature=youtu.be

This is the export report I get from Blender (some things don't look good):

http://www.youtube.com/watch?v=oVNPW-x4rio&feature=youtu.be

Any advice ideas?
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Sierra Ritsuka
 
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Post » Thu Jun 21, 2012 7:57 am

That's a good tutorial but it looks like you may have missed some steps, particularly weight painting and importing/rigging to a skeleton.

The blender output also mentions animations, which you should not have, so make sure all the pieces you're using to create the armour are not animated. It could have also been caused by being in Pose mode. There's really no need to do that.
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Claire Jackson
 
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Post » Thu Jun 21, 2012 1:00 pm

Thanks for the answer.

I've refined weights by hand and I've exported in object mode but no progress.

What do you mean "not animated"? I'm using static meshes from SKYRIM, but where can I see if I have animated pieces and how can I remove the animations? Thanks.
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Alan Whiston
 
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Post » Thu Jun 21, 2012 1:31 pm

More info, when I do this:

  • Next thing is to get rid of the Scene Root node that Blender has exported with the armour:
    • Expand the Scene Root node as shown in picture Getting rid of the Scene Root node.
    • Browse down the Block details section until you see the Children property.
    • Expand the Children property. You'll see it contains the node of the armour (in the picture, the 1-bbe2femalebody_0 node). Double clik on the number of this node and delete it, so the Children property points to None.
    • Now you'll see something like what is shown in picture Getting rid of the Scene Root node 2: the bbe2femalebody_0 is not under the Scene Root node anymore.
    • Select the Scene Root node and press Ctrl + Del or right click and select Block -> Remove Branch.
  • Save the nif file.

From: http://wiki.tesnexus.com/index.php/Creating_an_armour_for_Skyrim._Part_2

All my armor parts go "nuts", they assume the original size and position of the static mesh I'm using.
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Jessica Stokes
 
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Post » Thu Jun 21, 2012 7:41 pm

Ok, maybe a little more detail is necessary. :)

1. Which static meshes are you using? How are you importing them?
2. Can you post a pic of your armor in Nifskope? (hard to troubleshoot without seeing the issue)
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Emma
 
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Post » Thu Jun 21, 2012 6:05 am

Ok, maybe a little more detail is necessary. :smile:

1. Which static meshes are you using? How are you importing them?
2. Can you post a pic of your armor in Nifskope? (hard to troubleshoot without seeing the issue)

I can do that and even more, I just can't make it produce movement! ^^

Here's everything:

The problem ingame:

http://www.youtube.com/watch?v=VB8YFqZfQcM

The files: http://dl.dropbox.com/u/24183755/Blender%20Files.rar (Blender file before bone parent, blender file after, nif file after export, nif file converted to SKYRIM)

Thanks for trying to help me.

EDIT: the statics are nordic pieces, for example norrubblepiece02.nif
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Benito Martinez
 
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Post » Thu Jun 21, 2012 10:49 am

Aww, he's very cute. :)

I haven't looked in detail but did notice one issue immediately. In your final version ACHGolomArmor.nif in the BSLightingShaderProperty for EACH NiTriShape, add _Skinned to Shader Flag 1. Give it another test.
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Lindsay Dunn
 
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Post » Thu Jun 21, 2012 3:38 pm

Aww, he's very cute. :smile:

I haven't looked in detail but did notice one issue immediately. In your final version ACHGolomArmor.nif in the BSLightingShaderProperty for EACH NiTriShape, add _Skinned to Shader Flag 1. Give it another test.

Gonna try that ASAP! Thanks.
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Kira! :)))
 
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Post » Thu Jun 21, 2012 7:22 am

Sorry, it's me again, where?

http://www.mediafire.com/i/?tb6qzzpqvkd64ht

Because "strange" things happen, if:

2185233153_Skinned -> the _Skinned disappears (accepts but disappears)
_Skinned2185233153 -> same problem
_Skinned -> doesnt let me put this away

I can put it like 2185233153_Skinned then remove the numbers but everything disappears, video:

http://www.youtube.com/watch?v=yoQ_ZFEkfOU&feature=youtu.be

Many thanks again!
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XPidgex Jefferson
 
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Post » Thu Jun 21, 2012 6:37 am

Uhm, what version of Nifskope are you using? That makes no sense to me.... not what I see in RC6 so it's totally confusing me. It should end up http://i304.photobucket.com/albums/nn174/Wren823/nifskope.jpg. Also don't need
Vertex Colours under Shader Flag 2.

However, just noticed also you have ninodes under ninodes under ninodes .... so it's not rigged properly. I'll have to look at it more closely in Blender, but you can try that for now.
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Rob Davidson
 
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Post » Thu Jun 21, 2012 9:16 am

Mmmm, maybe we are getting somewhere, I'm using version 1.1.1, gonna check that version now.

Thanks again for your effort.
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Ashley Hill
 
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Post » Thu Jun 21, 2012 11:31 am

OMG!!!!!!!!!!! MY GOLEM IS WORKING!!!!!!!!! GONNA SEND YOU A VIDEO ASAP!

THANKS!!!!!!!!
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Soku Nyorah
 
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Post » Thu Jun 21, 2012 9:49 pm

Changes (not sure if ALL or just a few did the work):

-In your final version ACHGolomArmor.nif in the BSLightingShaderProperty for EACH NiTriShape, add _Skinned to Shader Flag 1
-Also don't need Vertex Colours under Shader Flag 2.
-Changed nifskope version to 1.1.0-RC7

Video of my Golem!!!!!!! ^^

http://www.youtube.com/watch?v=QSlesRYn1Rs&feature=youtu.be

Many thanks again Hanaisse! Thanks!
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chirsty aggas
 
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Post » Thu Jun 21, 2012 7:41 am

:bunny: He is awesome. :)
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~Sylvia~
 
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Post » Thu Jun 21, 2012 11:19 am

Thanks!

And thanks for your effort, I really appreciate it, may the good energies flow to you.
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Jennifer Munroe
 
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Post » Thu Jun 21, 2012 8:17 am

For future reference

I was getting this error: http://www.mediafire.com/imageview.php?quickkey=kwigcd5jea637dd

And the quality of the texture wasn't as good as vanilla ones, I've redone everything step by step so I could identify the problem (if possible), gladly it was, final solution is:

-In your final version ACHGolomArmor.nif in the BSLightingShaderProperty for EACH NiTriShape, add _Skinned to Shader Flag 1
-Also don't need Vertex Colours under Shader Flag 2
-Changed nifskope version to 1.1.0-RC7

Second line was causing problems.

Thanks.
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Chenae Butler
 
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