Ekmek
on steam: ekmek_e
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!
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:
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.