View Full Version : Why won't it export/


Flying Pig
Aug 25, 2009, 07:21 AM
I made a custom leaderhead model in Blender. I press A so that all of it is selected, hit file/export nif, give it a name and a location, wait a bit - and it's not there! Why is this?

EDIT: It says something about 'unweighted vertices'

Flintlock1415
Aug 25, 2009, 08:49 AM
That means that you have vertices in your model that aren't a part of a bone. You'll have to assign every vertice a bone. I think there is an option to highlight unweighted vertices, but I don't remember where. (Maybe PM Ekmek or someone else.)

Flying Pig
Aug 25, 2009, 08:49 AM
I have an idea - if I select all, then deselect every bone, will that show them up?

mechaerik
Aug 25, 2009, 10:07 AM
Yes, they will.

Flying Pig
Aug 25, 2009, 10:39 AM
I did that, and it's fixed! :)

EDIT: When I run it in game, I now have a creepy set of eyes and a mouth moving, but nothing else moves

mechaerik
Aug 25, 2009, 10:48 AM
Check it in NifSkope; it might not have a SkinInstance.

Flying Pig
Aug 25, 2009, 10:50 AM
Sorry? What does that mean, how do I daignose it, and how do I fix it.

mechaerik
Aug 25, 2009, 10:52 AM
Go to NifSkope, open up the NiTriStrips/Shapes branch (the Leaderhead part that doesn't move) and check if theres a branch that says NiSkinInstance, which is the rigging.

Flying Pig
Aug 25, 2009, 10:54 AM
No there isn't.

mechaerik
Aug 25, 2009, 10:58 AM
There's the problem: It's not rigged. As in the Nif isn't attached to the skeleton.


I'll find the solution for you in Ekmek's tutorial.

mechaerik
Aug 25, 2009, 11:09 AM
Well, I can't find the post, but here's the solution:

Go to object mode. Note the little icon next to Object mode, some kind of three-arrow dealie.

Go to row below that where it says "Panels " and find that exact icon, then press it.


It should show two little boxes.

One should say Par: xyz

Change the xyz to Scene Root.


That should work.

Flying Pig
Aug 25, 2009, 11:12 AM
It already says Scene Root. I am officially confused.

mechaerik
Aug 25, 2009, 11:18 AM
Post your blend and nif.

Flying Pig
Aug 25, 2009, 11:21 AM
Roger:

It's just de Gaulle with Stalin's hat. I haven't got round to texturing yet.

mechaerik
Aug 25, 2009, 11:47 AM
Yeah, I'm stumped. Go to Ekmek's LH tut thread and ask there.

Ekmek
Aug 25, 2009, 12:58 PM
ok, I'm looking into it. I'll post a solution here.

Ekmek
Aug 25, 2009, 01:43 PM
I think you might of had the wrong export settings. when i tried to export it showed blivion instead of civ4. but the other thing was the unweighted vertices. you missed a piece of the moustache and your hat wasn't totally assigned to the head. also the blend looked like you moved degaulle off the skeleton which will distort with animations so it i tried to line it up. if its not perfectly lined up you should just beable to nif swap the hat and moustache on the regular degaulle nif since you didnt change him much.

anyways I exported it and attached is an updated blend file and an exported nif (I didnt do the nifswap though so its not game playable). other than that you did everything else right.

Flying Pig
Aug 25, 2009, 01:45 PM
I think I can handle it from here - thanks

EDIT: Do you just remove the TriShapes in the original, then paste them in from the new one?

EDIT MK2: It works great, but the eyes are really bright and creepy. Can I just fix this via a simple method?

Ekmek
Aug 25, 2009, 02:02 PM
I think I can handle it from here - thanks

EDIT: Do you just remove the TriShapes in the original, then paste them in from the new one?

EDIT MK2: It works great, but the eyes are really bright and creepy. Can I just fix this via a simple method?

bright & creepy? how well do you know nifskope? you can adjust the materials properties (under shinyness in my tutorial). that may fix it.

Flying Pig
Aug 25, 2009, 02:50 PM
Actually, the rest of it is really dark - do you know where this came from?

EDIT: And the hat's too low. I think the problem with the eyes is that they're too far to the right - could you please try and fix it?

mechaerik
Aug 25, 2009, 07:02 PM
It probably has something to do with the shaders. Thats why I always use the Nonshader version. Nonshader version is also easier to reskin.