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Style's Skoping Tutorial In 17 Steps!!!

Started by style, April 21, 2007, 10:41:01 PM

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style

Ok y'all lets go from this: to this:
1.First you want to make sure your Render settings look exactly like this:
This will help your texture(skins) appear on mesh.(Sometimes they just won't show up on the mesh, sorry :( ) And when you click on the mesh pieces they will be highlighted in green easily seen.

2.Open up next the mesh you want your pieces to go on(keeping open the mesh you're getting your pieces from):

3.Then hide all the pieces on the mesh you don't need in this case it's the vxmask, vxfeather:0, vxfeather:1, vxhat:0, vxhat:1, vxstrap, vxgoatee, and the vxbelt-G.

4.How you go about doing this is pretty simple. Just click on these pieces. We'll start with the vxmask first. You should see on the Block List bar on the left the NiTriShape (Editable Mesh_2) is highlighted blue:

5.Left click on Editable Mesh_2, you should see a list like this:
Transform
Texture
Mesh
.OBJ
File Offset
Flags
Block
Node

6.Click on flags and then click the Hidden box and press Accept. The piece will now be hidden. Do it for all these: vxmask, vxfeather:0, vxfeather:1, vxhat:0, vxhat:1, vxstrap, vxgoatee, and the vxbelt-G(you might not find a NiTriShape for all of them just hide the node):

7.When you're done hiding all the pieces the mesh should look like this:

8.Now go to the mesh you want the pieces from(keeping open the mesh you're pasting these pieces to):
Now with Gni's meshes you'll have to change his Scène principale to Scene Root:
9.Next pick the pieces you want to go on the prepared mesh. Which are Capuche01, Epaulettes Silent Scout, Gant Droit, Gant Gauche, Jupe Silent Scout, Bord Botte D, and Bord Botte G.

10.Now again we're going to left click on the piece we want from the Silent Scout mesh. And again you should see this:
Transform
Texture
Mesh
.OBJ
File Offset
Flags
Block
Node
But this time we want to click on Block then Copy Branch.

11.Now we're going to go to the mesh we want to add the pieces to:
In this case it will be pretty easy but trust me it will not be in other cases.

12.Now to make it real easy on yourself and what I like to do is hide the NiNode: male basic on the mesh you're getting your pieces from, the Silent Scout mesh. This way you'll be able to see your pieces you're going to take clearly:
13.Now the reason why it should be real easy is because most of the pieces you're copying over fall right into place by just pasting them onto the Scene Root. :thumbup:

14.To do this you go to the Scene Root, left click it and again seeing this:
Transform
Texture
Mesh
.OBJ
File Offset
Flags
Block
Node
Go to Block right click it and Paste Branch onto the Scene Root all the pieces except for the Bord Botte D, and the Bord Botte G pieces:

15.Now for the Bord Botte D, and the Bord Botte G pieces it's different because it's connected to the Bip01 R Calf, and Bip01 L Calf NiNode bones. And you have to paste those pieces to those bones. Now which piece goes to which bone, I think y'all are smart enough to figure that out! ;) :

16.Guest what your basically done. All you have to do now is save it as:

C:/ProgramFiles/Custom/Art/library/characters/Silent_Scout2/character.nif


Also move the textures over to that mesh from C6's wonderful Silent Scout skin and the bow and arrow and backpack full of arrows textures come from C6's Green Arrow Conner skin. *Don't forget to change the
male_basic.tga, male_basic_gloss.tga, and male_basic_glow.tga to male.tga, male_gloss.tga, and male_glow.tga since it's on a vx_mesh!

17.After all's said and done your finished product should look like this:
Hope this helped y'all out there, it was fun helping! :thumbup:
I also must thank Symon who helped me in so many ways! Thanx buddy! :thumbup:


   



detourne_me

great tutorial style!
good thinking using one of Gni's meshes to demonstrate the scene root difference.

Lunarman


Symon


Zivon23

Very cool.  Been have GNI mesh promblems for weeks.  Thanks for the tutorial!!!!!

Zivon23

GhostMachine


the_ultimate_evil

what version of nifskope are you using in this tut

style

Sorry I should have mentioned that! :doh: It's version nifskope-0.9.5

the_ultimate_evil

ok but what i want to ask is what to you do if the location of an object from the mesh your pasting the part to doesnt have the same Ni node

if you understand what i mean

style

Still should work. I've pasted stuff from the meshes of  :ffvstr: and  :ff: to other meshes and most of there NiNodes are different. Make sure you have a niff converter because you can't paste anthing to a  :ffvstr: from a :ff: and vice versa with out converting the :ff: mesh first. I hope I'm making sense? :(

BatWing


the_ultimate_evil

it doesnt seem to want to work fo me

right what i'm working on is transfering the wrist bands and jewals from fusions lord jay to a hex of rens hourman

i select the arm band  which is connected to the R_hand ninode, when i go into rens hourman mesh this ninode doesnt exsist therefore if i paste the band it appears on the "ground" below the mesh. now if i use the transform to move it into place it isnt connected to the mesh, what am i doing wrong

deanjo2000

Copy the r hand ninode and paste that to the same place on the hourman mesh (if its not already got one) then copy the wristbands hopefully it should now work ;) (sorry if im not very clear after a few attempts it does get easier style's tut does really help but detourne_me got my head around it a couple of weeks ago and after a few messings about im not to bad now so just hang in there :D

detourne_me

Quote from: the_ultimate_evil on April 24, 2007, 03:11:20 AM
it doesnt seem to want to work fo me

right what i'm working on is transfering the wrist bands and jewals from fusions lord jay to a hex of rens hourman

i select the arm band  which is connected to the R_hand ninode, when i go into rens hourman mesh this ninode doesnt exsist therefore if i paste the band it appears on the "ground" below the mesh. now if i use the transform to move it into place it isnt connected to the mesh, what am i doing wrong

i think your working on a Skeletor!  nice!

the_ultimate_evil

Quote from: deanjo2000 on April 24, 2007, 04:40:17 AM
Copy the r hand ninode and paste that to the same place on the hourman mesh (if its not already got one) then copy the wristbands hopefully it should now work ;) (sorry if im not very clear after a few attempts it does get easier style's tut does really help but detourne_me got my head around it a couple of weeks ago and after a few messings about im not to bad now so just hang in there :D

all that seems to do is paste the ninode inside the mesh(i think) and does nothing :banghead:




Quote from: detourne_me on April 24, 2007, 06:25:44 AM
Quote from: the_ultimate_evil on April 24, 2007, 03:11:20 AM
it doesnt seem to want to work fo me

right what i'm working on is transfering the wrist bands and jewals from fusions lord jay to a hex of rens hourman

i select the arm band  which is connected to the R_hand ninode, when i go into rens hourman mesh this ninode doesnt exsist therefore if i paste the band it appears on the "ground" below the mesh. now if i use the transform to move it into place it isnt connected to the mesh, what am i doing wrong

i think your working on a Skeletor!  nice!

sorry to dissapoint you but no, its a redsign of jun's av i promised him

style

Is this what your trying to achieve? Look at his right wrist.



P.S. Thats very strange that you didn't find the NiNode Bip01 R Hand and Bip01 L Hand because I see it there. :(

the_ultimate_evil

yeah thats werid, i wonder why, i must admit looking at your images my block list looks nothing like that.


the mesh i'm using is a hexx of the hourman III mesh, hmm this is werid.

i apologise for cluttering up this thread style, this whole thing is bugging me and on princeible i wont let it beat me

Podmark

UE, maybe you should try a fresh hourman nif rather than the hexed one? Maybe something has been altered in the hex?

the_ultimate_evil

its been cracked it just clicked for some reason, whooooo

cripp12

Can you tell me how to add the $nifdir/skins/standard to the settings.  I was able to add the $nifdir/textures. 

style

If Im not mistaking you click on the Freedom Force button in the Auto Detect box in the Render settings section. :huh: I think. :(

Monkeyman

This is great. Could you do one for keyframe hexing? Im afraid i havent had much luck reading the other ones.

cripp12

Quote from: style on April 24, 2007, 02:27:28 PM
If Im not mistaking you click on the Freedom Force button in the Auto Detect box in the Render settings section. :huh: I think. :(

only one folder popped up. :(  any idea where the folder is located?

Tekno

i've got a question for all yall!

i can never see any skins on the meshes, no matter what mesh it is!

i put all the settings to where they're supposed to be in the render menu!

now what?

cripp12

Quote from: Tekno on April 25, 2007, 12:20:56 PM
i've got a question for all yall!

i can never see any skins on the meshes, no matter what mesh it is!

i put all the settings to where they're supposed to be in the render menu!

now what?

i am havimg the same prob.
did you get the $nifdir\skins\standard

GhostMachine

Some meshes just won't show the textures on them in nifskope, I think. I've had that problem with just about every mesh by Ink that I've checked out with it (which has only been about 6, so far). I think the Black Canary mesh is the only one of his meshes that the skin has shown up on, so far.



djfredski

Style how do u unhide the mesh
man i have f...kup! i can't see the mesh to the right at all. what did i do?

Tekno

cripp ya i got the same thing, i understand if one of ink's didn't work, then maybe all won't but i'm having probs with tons from different people! this thing is damn flawed!
i wish software would always work!!!!!!!!

djfredski

Tekno try this check on render tab than front and see if anything happen

style

Quote from: djfredski on April 25, 2007, 06:44:32 PM
Style how do u unhide the mesh
man i have messed up! :unsure: i can't see the mesh to the right at all. what did i do?

It could be two things NiAlphaProperty probably has all been turned on or like you're thinking the mesh is hidden.  

left click on any one of the NiAlphaProperties and you will see this:
File Offset
Flags
Block
Node
You want to find the one for the actual mesh. NiNode: Mesh or the NiTriShape: Editable_Mesh. Which should be a little under them in the Block List.

Right click on Flags and if you see anything with check marks un check them.

Had to learn this myself. :(

Now to unhide a mesh do the same thing to either the NiNode: Mesh or the NiTriShape: Editable_Mesh as you did with NiAlphaProperty. When you bring up the Flags you see the Hide check, if it's checked uncheck it.