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Failed To Map Parent Link Ninode Scene Root 00

Mainly because I'm still learning about UV mapping as I go. Get that here http://www.filefactory.com/?ce9e55here is another guide on the topic: http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro/Advanced_Tutorials/Advanced_Animation/Guided_tour/Mesh/vgThe skeleton and bodies are Bethesda's, and are the stock Oblivion race. Back to top #9 Handelo Posted 05 February 2012 - 03:09 AM Handelo Member Members 82 posts Basically, if it's just copy pasting and scaling, it can be done only in Right click a bone, In the Edit Panel (F9), Armature, Check X-ray, Stick, and Draw Names. check over here

SMF 2.0.7 | SMF © 2014, Simple Machines XHTML RSS Мобильная версия Theme by MLM from VisualPulse.net f‚ɖ߂遡 LoadAverage = 4.11 (4.00ȏ͐l吙) l吙 ̃X@http://www2.2ch.net/live.html read.cgi ver 05.02.02 2014/06/23 Mango Mangüé Clues ? 0 Back to top #34 jimmywon34 Posted 20 October 2016 - 08:54 PM jimmywon34 Senior Member Members 356 posts For people still struggling I'd say follow the tut They're already linked and weighted, so you don't need to do that part The body is present so that you can trim away unneeded sections, should you need to show skin Somebody correct me if I'm wrong on this.Right click your armor, then shift right click the bone you want to link it to.

NiShapeData and the BSLightingShaderProperty branches can be copied. By preference I would recommend the latter because the nif file format doesn't seem to support Havok in quite the same way as the nifs do.N-TranceDYour attempts to paste Style Civilization VI Language English (US) Contact Us Help Home Top RSS Terms and Rules Forum software by XenForo™ ©2010-2016 XenForo Ltd. setting a whole shirt or cuirass to the spine bone right between the shoulders.

Strictly speaking all you really need to be importing as a nif is the Scene Root node with the NiTristrips/shapes branches within that (aka the tristrip/shape geomtry blocks).Of course this means Mine didn't work until I fixed this. I have the same problems. Thanks for the wonderful guide, throttlekitty!

I also noticed there were a lot of horse bones, redundant because of the horse I imported. The whole thing should turn into just a bunch of NiNodes parented to eachother. There's nothing stopping you from doing it though. but the nif file should be clean cuz I have took care to not let any undesired files.

Thanks. Like I've mentioned, getting good blends between most of your bones is paramount. Thanks. Texture Panel (F6) Texture:Add new.

Posted by: periplaneta Jun 7 2006, 06:58 AM Dear CuteUnit,If you are having problems, then I don't feel so bad!Something is definitely weird with way the rigging is exported. It's not present in the regular nif files so can it be deleted safely? (after Bip01 Pelvis is made child of Bip01 of course) Or does it have some essential function? Sorry. I won't do the work for you ( I want to raise people's bars) but I can tell you what step you're missing and give guidance.Great place to host files is

Note: Many of the xmls provided have values such as '0,2' '0,3' etc. check my blog Red = "I am totally with this bone" blue is "this bone is not my scene, I'm either not weighted or I'm weighted to another bone instead"REMEMBER that vertexes can be And there are many guides that cover this extensivly going back as far as RedFeather's "Custom Armour with Cut and Paste." At this point the principles are identical whether you're switching An easy way to do the above is to use notepad++, open all xmls at once and then do ctrl+f to 'find and replace in all open documents' , to .

I had some texture mapping problems at first. Using soft weights for areas works well, try and figure out where your clothing is actually resting ( on females, the weight of the dress is on the shoulders and bosom I don't see why it wouldn't work then. this content If no dice then I'd sit tight until the OP provides his all in one package for UUNP/CBBE which he's working on for us.

anyway, if you or anyone else still wanna look at it and try to fix it, I wont mind to solve this mystery... well, thing is that it crashes my game when I want to equip it. dirty link truncation.

Posted by: Mac W May 30 2006, 11:16 AM QUOTEI'd like some feedback on other methods,Sorry, no can do.Anyway, this guide will probably be helpful.

It may not be necessary if you aren't doing any upper body stuff, but nifskope might complain later on.Time to weight. For blender exports, we have a NiNode with the file name, with the Scene root NiNode attached to that. Posted by: CuteUnit Jun 3 2006, 07:33 PM Crosspost for relevance.I've created a tutorial documenting every step involved in getting TDA's Witch King helmet out of the modeler and into the but you're saying those don't necessarily need to renamed correct?

For example in uunp.xml Line 344: how could it work if everything has been changed to "BaseShape"? Note: Many of the xmls provided have values such as '0,2' '0,3' etc. Posted by: 7hir7een Jun 1 2006, 06:26 AM Okay, I want to do this for one of Ren's hairs.... have a peek at these guys Copy from my femalebody over these NiTriShapes : LbreastS , RbreastS , CollisionBelly , armscollision , collisionThigh ​for this step i'm still confused, how do I copy those things

I'm not sure if I'm posting this in the right area, but could I get some help with this? i used that download instead of trying to change the body this timeto uunpi just kept cbbe to see if that works,installed all requirements step by step and didn't work for The bones can only be 1 level deep in the tree, so if it's like NiNode Scene Root>NiNode Bip01>bones it doesn't seem to like working. Scripts View> System>Sripts Configuration editor.

Also, verfex to vertex is probably most efficient way for collisions, vertex-triangle can be hard but triangle triangle will RIP your pc lol 0 Back to top #30 darkevilhum Posted 19 in nifskope if you're talking about what it says under the column 'Value' for me It says UUNP[31] and Labia[5] for each NiTriShape under the name column. then you are able to copy and paste the hood onto the bonecrown. thank you for sharing and for the advices.

on the parent node of the file you are copying into, change the name of it to the same as the one you are copying from. left clik your top node (scene root) -CTRL-V. Back to top Page 1 of 2 1 2 Next Back to Skyrim Mod Talk Reply to quoted postsClear The Nexus Forums → Nexus Site Forums → Nexus site forums It may also be neccessary to edit the .nif version in the file.

The best way to test is to be in game, change the xml, save it, then equip and unequip some gear to update smp to see your new settings. (Sometimes this What? Hit CTRL-P to link.That's pretty much the only knowledgeable thing I have to add. The nitrishape is pasted to your UUNP body.

Order now! (Amazon US | Amazon UK | Amazon CA | Amazon DE | Amazon FR) Dismiss Notice Attention Modders! Posted by: Anviltonge May 30 2006, 05:39 AM Excellent...another one bookmarked.Folks who are just getting started (like me...) need to remember that the order that you click to form a parent-child This is actually just my modified griffon. so, I expected to not have issues, like when you try to adapt Oblivion mods and there come bones assignment issues.

Before exporting.