Pretty much I am trying to change Luois de Fontenac (sp?) into Gustavus Adolphus of Sweden. What I plan on doing is changing a few items:
1) His hair color to blonde
2) Giving him Joao's facial hair (making it blonde though)
3) Adding the collar that van der donck has and probably removing the collar he has from his body.
4) changing the sleeves to a different color
5) maybe change his nose a little
I loaded it up and the first impression I got was that the "skeleton" is not "attatched" to the body (sorry I don't know the terminology, I am not computer savvy but here is what it looked like.
ok, i imported the nif. the bad news is that you picked a tough one as your first (no worries though I did the same with charlemagne)
it looks like the skeleton and the body are not matched up but they are still attached. pacal has the same issue with his eyes. i think what happens is that the animation it is attached to puts it in the right place in game. even weirder in nifskope the face looks see-through.
but on the good news you can still make the model but you have to work hard to align it right.
so here's where you start.
first do you have joao's beard? I have it in my lh parts collects, if not you have to start from scratch or "new"; import joao's nif then select everything but the beard. the easiest way to do this is in object mode click the beard then go to select and choose 'inverse' this will select everything but the beard. the either press x or go to object->delete and delete everything. you will then have just the beard and no skeleton to it. then select the beard and go to file->export->netimmerse (nif). save it to your Gustav folder.
ok, now start new again and import Louise (I'll call him LDF for now on)
first thing I do after import is save it by file->save and then go to my directory (the P button takes you up a directory and it will remember folders with the double arrows below it). I tend to save them like 'gustav_ldf_01' so i know who I'm making and with what model.
now your going to import joao's beard -> file_>import->nif
now click on the beard and shift click on the head
go to view->local view this will get the other distracting stuff out of the way
now to position the beard click on it and drag into position. its not lining up because the body is weird. your goingto use 'R' to rotate it but you are going to have to do it from many angles - the same view button gives you top, front, side but use your numpad to rotate other ways
whew... after this you are going to attach it by selecting the beard then shift clicking the body and going to object->join object (ctrl+J)
now click object mode and choose UV mode you 'll see it all black (unless you figured how to map UVs) click one part of the beard then go to select->same UV note: lined faces is another way bonly will do the beard and if you pick moustache only moustache (usually its stuff that touches each other)
now go to the part where its UV mode and select edit mode. with beard and moustache highlighte it will be all lines and dots. you'll see the part in left corner that says vertex groups. click the double arrows and find the head (in this case the bone is called 'Bip01 Head' now click assign. it is now attached to the head. (select everything that is attached to that bone etc this is another way to chooose parts and delete or move)
to delete things that arent separate objects you do a select method (either by the UVs or by bones by the edit mode) and then in edit mode go to
mesh-> delete->faces or to separate it you can choose mesh->vertices->separate and it is separated
.
go back to view global and you could export it as nif and see in nifskope that its attached. then do the nifskope swap (in roland's guide) and you can see it in game.
I know there are other things you want to by mess around with this stuff and post other questions. no need to PM I'd rather keep it here in case others want to follow along.