Helmet floats near head

Post » Tue Jun 19, 2012 9:55 am

Hi all,

I've been using this modelling tutorial to import a custom helmet mesh.

(It won't let me post a Youtube link. Officerbeardontcare's "How to get custom armor into Skyrim pt. 1" on Youtube, video ID: L40qoiuUXL4)

Everything looks fine, but my new helmet just floats near my character's head. It's obviously not binding to the head bone, but I have no idea why. Are there any particular settings to watch out for? The .nif definitely has a NiNode set to "NPC Head [Head]", and the main NiTriShape has a BSDismemberSkinInstance with "SBP_131_HAIR" in the DismemberBodyPartType (the same as the default iron helmet).

I don't know if it matters that the mesh I'm using is really different from normal helmets - I'm actually using the cast iron cooking pot, imported into Max. I tried both the Skin Wrap technique (using the imported iron helmet as input) in the video, and manually adding a skin & adding the head bone to it.

Any key things I'm missing?

Edit: here's the nif: http://www.mediafire.com/?87l68t5v3p4w8pw
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Zach Hunter
 
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Post » Tue Jun 19, 2012 9:31 am

Thanks to Ghogiel at the Nexus forums:

The problem is that the BSLightingShaderProperty has to have the 'skinned' (SLSF1_Skinned) flag set. I hadn't realized this, since the version of NifSkope I was using at the time didn't give any labels for the shader flag checkboxes, so I didn't realize there was a skin flag!
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An Lor
 
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