How To: Make Leaderheads! Ekmek's Guide

Thanks for the help! As for the eye problem, could I remedy this simply by recopying the eye from the original nif into my blend? And would I fix this in nifskope or in blender?

Anyhow, I've attached my last blend and the nif as you instructed. (it's in a zip folder)

Thank you so much for your patience and willingness to help!

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ok I went through it and you made a few, but easily corrected, mistakes:

1) I noticed your suit didn't move. In your blend I see that you assigned the parts of the body to stuff like B_TORSO. what you did was highlight parts and then created a new group and assigned them to that new group not the bones on the original skeleton. Which is not bad and useful but you did not JOIN OBJECTS. your body wasnt attached to the skeleton. So:

You need to join the objects, the boneless to the boned one (click boneless first and then Shift-click to the boned/original object) and then choose join objects as described in the guide. Then assign the parts to bones that are already there. Fortunately you did all the assigning just select the bones you made (the all capital letter ones) and then click the original bones and press assign and deselect all so nothing is highlight and then select the next bone you made and then bone to assign it to.

2) after this when you try to export, you may get the unweighted vertex cant export problem. its because you still have some of mehmed's flesh there. so once you are done rigging/assigning stuff to the bones then select them each in sequence and then hide them. you should see parts like part of memed's skin on the hands (delete them) and the inside of the sleeves that you didn't assign to the forearms. highlight the inside of the sleeves and assign appropriately.

3) you may want to edit the sleeves too, they don't totally line up. highlight the right parts and line them up over the hands.

4)Why the suit came out solid black! you added a shader LH part to a nonshader LH nif so there is no lighting associated with the light files. The way to fix this is to get the original shader LH nif and do the nif swap with that one and not the asoka_noshader.nif. A nonshader mesh should show up fine in a shader.nif.

even though you imported the nonshader asoka you can still add it to the shader nif.

If you want to get the better nonshader.dds texture file to show up you don't need to import the nonshader.nif. Import the normal (shaded) nif. Do your blender stuff but you can rename the source file in nifskope. In nifskope, you click on asoka's body expand the branch and go to the part that says texturing property expand that and you see your texture names. I believe I have a part of that in my guide. Rename it from asoka_diff.dds to asoka_nonshader.dds and make sure that file is in your folder or it will be pink.

4) The eye issue: It appears that the asoka nonshader is set up different than the shader. So instead of selecting scene root and adding the branch there, you have click the ninode Asoka (in the shader.nif I think its #248) and attach your branch there it will center the mesh on the skeleton. see attched picture:


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I'm uploading the fixed nif and the blend I made as reference. Of course you can go with the fixed one, its totally playable but I assume you want to learn so try the steps I described above and if it doesn't make sense check out the corrected stuff I attached.
 
Alright, thanks so much for the help and the tutorial in the first place! Looks like a lot of stuff to read, but I'm sure it's necessary anyhow. I'll play around with it a bit more to see if I can learn anything from these mistakes. Thanks again.

Also, just one little thing - as a suggestion for when you update your tutorial (assuming that will happen in the long run), some of the pictures in the pdf were a little blurry, in that it was hard to see the text or small images in the pictures. It's nothing serious, as in if you're smart enough you can figure out what the tutorial was probably referring to, but I just thought I'd throw it out to make the tutorial a bit easier for people next time.

Thanks so much again! :D

EDIT:

Alright, I'm looking at my thing right now and comparing it to yours. For your first points, I think what I did was delete the original object/bones, so there was nothing to join them to. Actually that part was the second-most confusing to me, after the nifskope, so, yeah.

As for the problem with the noshader, I think that was because I was playing around with a skinned LH I made a long time ago and not the actual Asoka LH, and in that skinned LH I deleted the normal nif or something of that sort. So it all makes sense now.

Thanks again so much for your patience and help!
 
I don't think capo has done it (or did he for gustav?) and I consider it an "advanced" method.

You bastard! Of course I've done this! :p

Yeah I did it with Gustav, Kamehameha (although he isn't released yet), and a bunch of the newer ones I don't remember anymore... Sennacherib I did it on but that was with his beard (stalin has a hole when you remove his mustache)... stop talkin smack!

I'm joking, it is very difficult and takes a lot of patience and sometimes a lot of screwing around with the vertices. You can use the same method to add certain parts to the torso, or arms, or anywhere really, but I think the scalp and neck are the easiest to familiarize yourself with to learn the process. It definitely sucks and is probably the most boring part of LH making.
 
You bastard! Of course I've done this! :p

Yeah I did it with Gustav, Kamehameha (although he isn't released yet), and a bunch of the newer ones I don't remember anymore... Sennacherib I did it on but that was with his beard (stalin has a hole when you remove his mustache)... stop talkin smack!

I just didn''t recall you asking a lot of questions on it :p just kidding. And yeah its real boring, even more boring when you try to show the steps in a tutorial :vomit:
 
Sorry to bother you again, but I had a quick question. In your tutorial, you deleted Zara Yaqob's original body and replaced it with De Gaulle's. However, in theory, of course it's possible to simply put De Gaulle's suit over Zara Yaqob's.

My question is, besides for aesethic reasons, what is the difference between deleting a body and replacing it with another, and simply putting the new body over the old one without deleting the old one?

It's kind of a stupid question in my opinion, but I thought I'd like your opinion, seeing as you're arguably one of the great LH masters here.
 
Ekmek, I need your help. I am completely lost. Those unweighted vertices are driving me crazy:wallbash:!!! I am trying to make Tamerlane and I want him to look really cool, so I added Brennus's and Ragnar's parts to Hannibal. I don't know if I assigned everything correctly, but keep getting the same error message. I have, of course a plan B, but after I did so much I don't want to start all over again. Any chace you can check it out and find what is going on there. I've tried everything, but all the parts seem to be attached to bones. I am missing something there, but I can't find what it is.
 
ok i'll look at it today. also i have found with the new blender that importing shader heads, and if you have spec mask etc in the folder you can easily make shader heads which means minimal skinning!

I didn't understand what you said, but it sounds good!
 
10 min fix

so far if you click the main body and select the L_bicep bone and then 'h' for hide you'll see that you missed a back button (for some reason there are two there - you can delete or rig it). (pic attached)

then going through the bone/vertex groups select b_head and I saw that part of your helmet wasnt assigned to the head so I assigned it. (pic attached)

after i assigned those two pieces it exported. (see nifskope pic)
 
Ekmek, Can I ask you a question not related to LH but rather to blender ? I'm trying to convert stuff (buildings, city sets, units) and I often find that the meshes are not centered : there is a grey dot at the center and the mesh is away rotating around the dot ... how can I break that ?
 
10 min fix

so far if you lick the main body and select the L_bicep bone and then 'h' for hide you'll see that you missed a back button (for some reason there are two there - you can delete or rig it). (pic attached)

then going through the bone/vertex groups select b_head and I saw that part of your helmet wasnt assigned to the head so I assigned it. (pic attached)

after i assigned those two pieces it exported. (see nifskope pic)

Thanks, Ekmek! Those little parts are so annoying... By the way, what do you think of it so far?
 
Ekmek, Can I ask you a question not related to LH but rather to blender ? I'm trying to convert stuff (buildings, city sets, units) and I often find that the meshes are not centered : there is a grey dot at the center and the mesh is away rotating around the dot ... how can I break that ?

can you post a screenshot of what you are talking about? what blender are you using? i highly recommend upgrading to the ones i post in my guide.

so far tamerlane looks pretty cool
 
No, it comes from the game I convert them from. It has nothing to do with the blender ver. I think it is related to a lsystem like vines part of the winery improvement or city set plot in Civ4.
I think I already break that once but it was inadvertently and I don't seem to reproduce it. I saved one blend from friday's file but Idon't know if it will be helpfull.

EDIT :

BlenderEk.png


As you see, this one I centered but I was just lucky !

EDIT 2 : No Hurry ! I'll take some rest now and I will be busy with Kevinman & blender upgrade tomorrow.
 
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