HOW TO: Import/modify/export LH

I think not.

You could try using NifScope, copy the Skin instance from original Asoka (Its one of the nodes under NiTriShape) and paste it into yours in the same place. Never tried it, but i expect the whole thing to meltdown and implode when you try that...

The only proper way to do it, would be re-exporting. (Perhaps re-importing as well - depends on, in which step the skin got lost.)
 
I just tried re-assigning the Skin instance via NifScope. Surprisingly it did not crash, but it did not help a lot either (Because Asokas Skin Instance does not really fit the new Geometry data).


Check out Ekmeks tutorial if you didn't already. He also uploaded his configuder NifScripts...
 
I have looked at his tutorial. I don't remember seeing any configuration data, and I don't really want to download his Blender. I'll have another look over it.

Oh, and I tried importing and exporting again and it's still not there.
 
I just tried re-assigning the Skin instance via NifScope. Surprisingly it did not crash, but it did not help a lot either (Because Asokas Skin Instance does not really fit the new Geometry data).


Check out Ekmeks tutorial if you didn't already. He also uploaded his configuder NifScripts...

Whoa, this is why I try to stay away from creating leaders. ;):lol:
 
Setting it up for the first time is a major pain. It becomes easier, once you exported one succesfully.

@NikNaks: By configuratin, i meant his uploaded Blender scripts. Perhaps you dont need to use those, but could compare the config files of the importer/exporter to check if you missed something.
 
Thats odd... Can you post the new file ?

Best would be the freshly exported one (before merging in with NifScope)...

Another note, as you mentioned saving in between. I noticed, that the NifTools on max sometimes do need to restart (Completely restart max) between 2 actions. So i need to impoert, save tha scene, close, restart, open the saved scene, export... Perhaps they have the same issue on Blender ?
 
Did you hide or delete (or add ?) some of the Nodes / Bones from the scene ?
I.g. you get this when the object hierarchy in your exported file is different from the one you are merging to.
Might be some setting of the ex- (or im-) -porter making it to skip certain stuff.

If everything else fails - the issue can be fixed in NifScope, by taking apart the hierarchy in the exported file and i.e. removing the offending node - but it's some trial and error, as most of the time you don't really know which one it is.
Make copy of a file you just exported, then go and try deleting (just "delete", not "delete branch") some nodes, so the mesh node will "drop out" from the hierarchy. Then try copy/paste it into the target file again.
The SceneRoot and/or the parent node of the mesh are best candidates for deleting. Don't delete any bones.
 
I was able to follow the tutorial up until I had to paste the modified LH over the original in nifskope. I got the message, "failed to map parent link "NiNode|Scene Root.00" "

EDIT: added more clarity

I think you imported a second nif into a nif you were already working on in blender. I get around the root.00 by renaming it to scene root, but it still messes up the skeleton. so far this doesnt work as a away to get around rigging.

the way to do it is by nifskope. try to copy the part from the original nif into the nif you want to add it to and then import that combined nif. thats the only way to see if there are compatible bones. thismay requiring separating the part in blender keeping the skeleton then exporting it, then adding it to the other nif.
 
Did you hide or delete (or add ?) some of the Nodes / Bones from the scene ?
I.g. you get this when the object hierarchy in your exported file is different from the one you are merging to.
Might be some setting of the ex- (or im-) -porter making it to skip certain stuff.

If everything else fails - the issue can be fixed in NifScope, by taking apart the hierarchy in the exported file and i.e. removing the offending node - but it's some trial and error, as most of the time you don't really know which one it is.
Make copy of a file you just exported, then go and try deleting (just "delete", not "delete branch") some nodes, so the mesh node will "drop out" from the hierarchy. Then try copy/paste it into the target file again.
The SceneRoot and/or the parent node of the mesh are best candidates for deleting. Don't delete any bones.

Hm. I'll try that. I did add some parts to the main mesh, so that might be what's messing it up.

Another question: Is it easy to add a shader to a non-shader nif using nifscope?
 
Another long overdue follow-up question...

How would you remove a shader from a shader LH? I've already tried just toggling "has shader" in Nifscope, but for some reason it still gets warped whe you import to blender.


whenever i imported a shaded LH to blender than exported the shader was always gone. geting it back i never figured out but i may have an idea now.
 
Guys, how come when I merge my new model (freshly exported out of blender) with the old model/animation, and I replace the old body mesh with the new one, the new body sort of flips sideways and warps considerably ?

I did some weight painting for a new head I'm sticking on it; I need to be able to export it with the skin. However, putting a skinned version of the old body or new head in nifskope results in the body/head being rotated sideways and warped.

How can I get my own skinning data in there without it being warped?

I would originally have guessed I did a bad job skinning/weight painting, however, it does this even when nothing's been changed
 
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