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help with a skope

Started by the_ultimate_evil, June 05, 2007, 08:44:59 AM

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the_ultimate_evil

i'm trying to add extra hair pieces onto interceptors female_basic_amazon. but nothing i do seems to work, if i add the piece to the eve head of the mesh the piece i've added cant lign up even with transform.

if i add it to the female_basic part of the mesh it floats about during the animation, its bugging the hell out of me anyone any ideas

Revenant

Youre almost there...

Make sure the hair is attatched to a bone, bip_head, or something, but not the editable mesh

Remove the NiSkinInstance from the hair

On the new hair piece, rightclick>transform, set all X,Y,Z values to zero... do this not only for the NiNode but also for the NiTrishape Editable Mesh.  It might have to be rotated and moved again to the desired position, but I find that starting fresh at zero helps



tommyboy

Really you need a basic undestanding of what a mesh is, which many people don't seem to have.
There are essentially four components to a mesh (and I'm talking here of human/animal type meshes, objects are slightly different).
My terms are arbitrary, but the distinctions apply nonetheless.
1. Geometry (aka model, aka mesh), the vertexes and polygons that make up the 3d shape, be it a simple box or sphere, or a hi-poly human form. Normally visible in game.
2. Skeleton (aka biped, aka bones). Normally not seen in a game, this is the structure that allows the geometry to be animated. The geometry is attached to the skeleton, and follows the movements of the bones(bips) nearest to it. Objects tend not to have or need a skeleton. 
3. Animation (aka keyframes), this is the set of movements of the skeleton. In some games the animations are part of the model, in Freedom force they are a seperate file. Without an animation file a mesh will not move, even if it has a skeleton.
4. Colouring (aka skin aka paint job). The covering of the geometry in colours.

When adding hair in NifSkope you need to be aware that it most likely will not be attached to the geometry, it will be attached to a bone(bip), typically the bip01_head. Usually just looking at the structure of the mesh you are copying it from will show you what it is attached to. If the piece branches off from bip01_head, that is what you should copy it to.
When nifskoping my meshes I select the piece I want, hit "copy branch" then "paste branch" into the root node of the recipient mesh. It always ends up in the right place. 

the_ultimate_evil

ha, got the little bugger thanks guys

JKCarrier

Quote from: the_ultimate_evil on June 05, 2007, 02:44:52 PM
there are no bones or anython on eves head just the head under the name nitrispahe female_basic 1

You're looking in the wrong place. Open up the branch called "Bip01", and you'll see "Bip01 Pelvis". Open that up and you'll see "Bip01 Spine". Keep going, and eventually you'll get to "Bip01 Head", which is where you want to paste the hair.

(Edit: Oops, I see you figured it out while I was posting. Never mind!  ^_^ )