How To: Make Leaderheads! Ekmek's Guide

what is the lasses rigged to? the head?
Yeah, exactly. Well, when I viewed the LH last time, I had the impression that it might work to simply move the glasses a bit around. Nagy is pretty far away from the camera, so I think it'll work. I'll give it a go tomorow. The bone rotation tweak worked btw. If I now get someone to work a bit on the hairline, I'd be really happy and satisfied with the LH. Huayna Capac made a nice texture as far as I remember... I guess I'll upload the LH tomorow when the glasses are tweaked.
 
Ekmek,

Not sure what happened with the bones. They were there and then they weren't (at least not the named bones I could assign body parts too. I thought I fixed it--maybe I did fix that part. I am now having some export errors related to the upper teeth and unweighted vertices. I am also not sure I assigned the imported hair and jacket to the correct art and texture files, but I may need to wait until I can get the nif exported, swapped, and in game before I know for sure. Otherwise, I think I am close to getting this one in game. Thanks for your patience and your willingness to coach so many noobs like myself.
 

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actually you can't export if you have unweighted vertices.

blender doesn't do a good job of showing whats not weighted so you have to do some work. The way you do this is click on the box and pick a bone. then press SELECT. then press 'h' (with your mouse in the big model box, it doesn't work down in the button box). this will hide all the polygons associated with that bone. go through a few and hide until you find stuff that won't highlight (and you cant hide) then select them and assign to a bone.

In your case, its not the teeth. you didn't assign the elbow parts or the crease between the torso and the sleeve. assign the elbows to both the forearm and bicep for better movement. for the crease assign to the bicep or bicep_shoulder bone. the missing pieces are shown in the attached screen shot.

after that it should export (it did for me)

but also you may want to view the model from the side and fix your placement of the bow tie and button.

It looks pretty good so far!
 
I still can not understand what the problem is.
Well, the attachment has the files in it.
They are still in progress but I should want some kind help.

Looking at Shabu it appears you have done the same problem as texpatriate did initially you joined the boned object to the boneless one so you lost you skeleton. And then you tried to create bones for the ones that didn't appear.

Looks like I'm going to really have to re-emphasize not to do this in my guide.

you need to have the boned object (your base/main object) and then when you import your boneless suit part. click that one first and then shift-click and join it to the boned object.
 
Looking at Shabu it appears you have done the same problem as texpatriate did initially you joined the boned object to the boneless one so you lost you skeleton. And then you tried to create bones for the ones that didn't appear.

Looks like I'm going to really have to re-emphasize not to do this in my guide.

you need to have the boned object (your base/main object) and then when you import your boneless suit part. click that one first and then shift-click and join it to the boned object.

I don't understand?
Would you mind clarifying, as well as explaining the problem in the other?
It would seem I have much to understand, so if you would not mind..?
 
I'm working on Samo v2 and after I deleted the hair and the knot on the cape. Blender reported no errors, but this is what I got in CIV. Any idea on what I'm doing wrong?
 

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  • brennus_01.png
    brennus_01.png
    275.7 KB · Views: 145
Ok, Ekmek, I am doing something bad wrong with the rigging (and maybe something else on top of that). Austin is motionless in game and all I can see are Houston's bones and eyeballs. I think I have taken a step back here. A few questions:

1. Do I join everything (the body parts, the skeleton, the camera, and the file folder)?

2. How do I export the Austin nif without the hair I borrowed from Metternich showing up white?

3. Do I delete all trishapes in nifskope to do a valid nifswap or just the parts I am replacing?

4. Is there more to making a custom background than swapping the 512x512 .dds BG file with another and saving it under the same name? Do I need to edit the BG nifs? I can't get my BGs to show up in game.

No rush, I am swamped this week, but I spent too much time this weekend trying to figure this out myself and need a boost. Thanks for the help.
 

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Here's the blend of my reshaped Brennus for Samo v2.

methyl, easy fix. your mesh wasn't lined up on the skeleton so the bones distorted everything. my attached blend fixes that and I tested it in game after a nifswap.

Also are you still using blender 2.43? Check my guide or the first page of the this thread on getting a newer blender. it is much better and it now handles shaders.


@texpatriate
looks like you still aren't rigging right. stick to one lh first, houston, and get him finished then take a crack at austin. I'll look at your LHs and give more specific stuff soon.


@Krzowwh
you might want to go through my guide again. if you don't uderstand a section please post the text that doesn't make sense.
 
I think I solved the rigging issue. I have Houston moving like FDR (before the wheelchair, of course). Still having trouble with the textures. They will show up on nifskope and then ne absent when I start the game. I know you mention the possible need of altering the names of the textures. Is that what I need to do? How? To what?
 
ok, good news and bad news.

good news they have finally rleased the pyffi needed for python 2.6 which means we can use the latest version of blender. i just tested it on Capo's Askia and it does a better job telling you what is unweighted vertices.

bad news is that you have uniinstall all the old stuff - python, pyffi, blender, nifscripts

i have updated and will be using it for now on and will update my guide. here are the links for the new downloads:

DOWNLOADS
To get blender to work with Civ files you need to download these programs and install in THIS SEQUENCE. Downloads for 32-bit windows and tested on Vista.
1. PYTHON 2.6.2 (32 BIT WINDOWS)
http://python.org/ftp/python/2.6.2/python-2.6.2.msi
2. BLENDER 2.49a ( FOR 32-BIT WIN)
http://download.blender.org/release/Blender2.49a/blender-2.49a-avifix-windows.exe
3. PyFFI-py2.6-2.0.1-windows
http://sourceforge.net/projects/pyffi/files/pyffi/2.0.1/PyFFI-py2.6-2.0.1-windows.exe/download
4. Blender 2.4.10 NIFSCRIPTS
http://sourceforge.net/projects/nif...ender_nif_scripts-2.4.10-windows.exe/download
5. NIFSKOPE
http://sourceforge.net/project/downl...exe&a=77985573


EDIT:

I have also updated my guide with the new links, better compressed the pdf, and added more trouble shooting based on issues people have posted in this thread.
http://forums.civfanatics.com/downloads.php?do=file&id=12713&act=down
 
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