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Skope's feet sinks in the ground

Started by Outcast, September 01, 2012, 08:00:03 AM

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Outcast

Hi. Having a little trouble with a skope which i just recently noticed has it's feet under the ground. I just swapped a new body over the original one. Could this be fixed thru Nifskope? If someone would teach me how to do this, it'd be great.

detourne_me

Should be pretty easy to fix through nifskope. Right click on 'handle' and transform edit. Then just move the y settings up or down a bit. (you might have to experiment to see which axis is up/down)
Just move it so that his feet are just on or just above the red line in nifskope (which I consider to be ground level)

Outcast

#2
Thanks for the quick reply Detourne_me. :) I've read something about transforming the handle node and y settings in a tutorial made by Tomato. Just wasn't sure how to go about it. Didn't know i just need to use the red line as a guide for the ground.

It's an old project of mine that i decided to work on again. So... i kinda forgot that i didn't make any body swaps on it after all. The mesh/skope was made by Yellow Lantern and i just added a mask for it. I tried looking for the handle node but apparently it had none. There is however a Root Note Track Node? and a Root Note Track NonAccum node just after the Scene Root? :o :doh: Should i try to mess with those nodes? I think i'll try the bip01 node (like what Tomato suggested in the tutorial) that is just below the Root Note Track NonAccum node first and see what happens...

Anyways, looking at it in Nifskope, the feet seems to be just above the red line though. Not sure why the feet sinks in the ground. :huh:

Edit to add: Ok, i tried transforming the bip01 node moving the mesh higher than the red line but it doesn't seem to affect it in anyways. The feet is still at the same level below the ground. No matter how high i place the mesh above the red line.

laughing paradox

You can just pretend that Liefeld made the skope!

Outcast

#4
Quote from: laughing paradox on September 01, 2012, 03:26:22 PM
You can just pretend that Liefeld made the skope!
:lol: That made me laugh. I'm Liefeld now am i? :)

With all due respect to Yellow Lantern, his skope works just fine and doesn't have the feet sink in the ground. So, it's just me that made a mistake somewhere when i added that mask. Guess i'll have to find another mask then...:banghead:

Outcast

Sorry, just an update for those interested. Upon closer inspection, i found that the original mesh/skope also sank in a bit below the ground. So i tried working on it some more thru trial and error.

Transforming the Bip01 by scaling it down fixed the feet from sinking but also made the mesh smaller in size. So i had to find a way to make it bigger before scaling it down. Transforming/scaling up the scene root, helped me achieve this. That kind of did the trick but i'm not sure if the animations slowed down a bit. Seems ok enough though.

Tomato

scaling the scene root in any fashion causes issues with animations. The best way is to just fix it manually using the method in that tutorial you linked and test it in ff.

Outcast

Thanks for the feedback Tomato.

:doh: Turns out that i was mistaken yet again though.. :banghead: :blush:
Spoiler
I thought this looked liked sinking feet...
Spoiler

It was apparently not. It was just the "blob" shadow of the character. My apologies to everyone.

I did try adjusting the height of the mesh trick. I scaled up the Bip01 node to make the mesh bigger and make the legs sink in the ground. Afterwards, i tried transforming the Bip01 node's "Y", adjusting it so it comes back up just above the red line? It didn't seem to work for me. The legs still remained underground no matter how i adjusted the Y transformation. Though I've yet to try this using a mesh with a handle node.