Distorted Model when nifswapping.

WarKirby

Arty person
Joined
Jul 13, 2006
Messages
5,317
Location
Glasgow, Scotland
Files attached to this post.

I'm making a new archer model, but I'm having some issues here. The model I used as a base, had it's head detached from the body, and the arms were rotated oddly. so I've fused the head to the main mesh, and rotated the hands so they hold the bow correctly.

The model exports from blender just fine, but when I try to copy branch it into another /nif, it comes out.... strangely. See attached image

He's lying on the ground, his neck is bent forward, and his wrists are twisted at an odd angle.

I've included both my .blend file and the .nif in this post. hopefully someone can tell me what's wrong. To be able to copy the branch, you'll have to rename the "Scene root 00" node to just "Scene Root"
 

Attachments

  • recurve_archer.zip
    recurve_archer.zip
    175.7 KB · Views: 46
  • wrongrot.png
    wrongrot.png
    59.9 KB · Views: 99
No, it certainly won't work ingame.
I'm only starting to piece it together. this is what happens when I copy the body mesh from my exported .nif, into the archer.nif I'm using as a base.

After that, I still need to import the knives and bow, then setup their visibility, it's far from ready to test ingame.


I know the lying down at least, is just a rotation issue. I can rotate it 90 degrees and it works. But the head and hands can't be done likewise.
 
did you rotated the bones or the vertices, because in your exported nif the hand and the head bones have a completely different rotation than the counterparts in the archer nif? To use this nif (if you don´t want to do the changes in Blender - reimport armature and rerig) you could make a bone transplant and correct the rotation with the transplanted bones (add bone in archer.nif as child of the affected bone with new name-> change name of the bone to the added one in your nif -> nifswap -> correct the rotation through rotating the added bone)
 
With the hands, I just rotated the vertices

But with the head, I didn't rotate anything. I used the elven gladearcher.nif as a base, which already had a seperate, detached head. I just joined that head onto the body mesh without rotating it.


Will try this adviuce though. let's hope it works
 
It's a little hard to see his hands. Could you include a dds?

I don't really understand this question.

I've included the blend and the nif, so you can look from whatever angle you want. how would including the texture help? It looks fine on there.

the texture is packed within the .blend too though.
 
Back
Top Bottom