How To: Make Leaderheads! Ekmek's Guide

Great tutorial! But i have a problem

I made it so close to the end! But then when i went to do the nifswap i got the failed to map parent link NiNode|Scene Root.00

so i deleted the ".00" like you said on a previous post, and had to do something similar with the head and a mouth crease bone, but after that it copied. Except at this point it was distored after i copied it. So then you said if it was distored to run it in and out of blender, and here's the main problem.

I got it into Blender, but then when i try to export it, it gives me the error message, "multiple bones with the name "b_fingerL_4pinky_01": probably you have multiple armatures, please parent all meshes to a single armature and try again"

Something possibly related, before i exported the suit i went to global and made sure everything but the suit was gone. Then when i imported it again in the Zara Yaqob file it already had all the vertex groups assigned. As far as i can tell there's only one armature in the file. Thanks in advance

yeah the scene root error means that you didn't import a boneless skeleton. it might be that you mixed two methods. my basic method in the guide and the skeleton swapping that i described in the thread. post your last blend file and the associated nifs and I try and take a look.


Is it possibelt ot ake parts from one leaderhead lets say a beard and put it into another leaderhead; also is there an easy way to change the leaderhead skin color especially a current one. That at the moment is my only problem

my guide exactly covers how to take and add parts to leaders. but if the beard is alread separated in nifskope then its easier to copy over.

to change the color of the skin you just need a paint program like Gimp with a dds plug-in to do it.
 
Ok, here's my working folder in a zip
Zara.nif is the final exported version that doesn't work
de_Gaulle_Suit.nif is the exported suit, and de_Gaulle_Suit.blend is the blender file for it
Zara_11.blend and Zara_12.blend are my files as i was working

EDIT: i also have an extra option in my import script (I got the newest one about three days ago when i started). It's just below the "Keyframe File" section, and it has a box similar to that labeled "FaceGen EGM File" and then beneath that a button labeled animate and a scale slider. I did not click the button (so it's off) and i left the slider at one and the file space blank. Should i put animate on?
 

Attachments

Ok, here's my working folder in a zip
Zara.nif is the final exported version that doesn't work
de_Gaulle_Suit.nif is the exported suit, and de_Gaulle_Suit.blend is the blender file for it
Zara_11.blend and Zara_12.blend are my files as i was working

EDIT: i also have an extra option in my import script (I got the newest one about three days ago when i started). It's just below the "Keyframe File" section, and it has a box similar to that labeled "FaceGen EGM File" and then beneath that a button labeled animate and a scale slider. I did not click the button (so it's off) and i left the slider at one and the file space blank. Should i put animate on?

i dopnt have those buttons and I wouldnt push them
 
well the problem is in your degaulle suit blend. It still has the skeleton attached but when I open the blend I cant find the skeleton. how did you delete it?

the best way to fix it is to open the suit blend and get rid of the parent (see picture below). select the ssuit (or all) and export the nif. then import into your zara_11 blend and reassign the suit as you did before


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that's odd. once i separated the suit i went into global mode, pressed ctrl+I, and then delete and clicked the little confirmation popup, i'll give this a try and post back when it's done
 
ok that definitely helped! I was able to do the nifswap with no problems. Now, though, whenever i load him in the game all the areas around his facial hair on his face is transparent. So like the half an inch (assuming it was lifesize) around each eyebrow and his beard all i see is the background. His shirt also pokes through his coat when he moves, but i'm assuming that's just poor rigging i'll need to go back and fix

I read the troubleshooting section and i didn't use skin partition and there's no part to select in nifskope (as far as i can tell) that's just around the facial hair
 
ok that definitely helped! I was able to do the nifswap with no problems. Now, though, whenever i load him in the game all the areas around his facial hair on his face is transparent. So like the half an inch (assuming it was lifesize) around each eyebrow and his beard all i see is the background. His shirt also pokes through his coat when he moves, but i'm assuming that's just poor rigging i'll need to go back and fix

I read the troubleshooting section and i didn't use skin partition and there's no part to select in nifskope (as far as i can tell) that's just around the facial hair

the easiest way is to click on the ninode zara_hair and expand it. then click the alpha property and remove it.
 
Ekmek,

After making a few units, I'm back to LHs. Do you think I should use Caesar's upper arms for the Greek queen LH I'm making?
 
the easiest way is to click on the ninode zara_hair and expand it. then click the alpha property and remove it.

so there's no other way? It's just that that will give him a full beard and large bushy eyebrows which i think will be awkward
 
I am working a new LH, and I remembered there was some issue with Lincoln's suit. I need to use it for my Camillo Benso LH and it seems like it is having issues with it. It looks black in textured mode (first attachment), and it has one texture file, "ABE," rather than the shadered ones (at least I think that's how it is supposed to work). I was just wondering what that issue with the suit was and how to fix it or what my issue might be?

I hope this makes sense, I'm kinda drunk right now...
 

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so there's no other way? It's just that that will give him a full beard and large bushy eyebrows which i think will be awkward

the other way is to remove the alpha then click on the zara_hair node and right click and choose node->attach property->nialphachannel

basically remove it and add it back. for some reason some property gets forgotten on export from blender.


I am working a new LH, and I remembered there was some issue with Lincoln's suit. I need to use it for my Camillo Benso LH and it seems like it is having issues with it. It looks black in textured mode (first attachment), and it has one texture file, "ABE," rather than the shadered ones (at least I think that's how it is supposed to work). I was just wondering what that issue with the suit was and how to fix it or what my issue might be?

I hope this makes sense, I'm kinda drunk right now...

yeah the abe suit is weird. I think you have to replace it wit the material properties (pushing the globe thing and choose the texture)

After making a few units, I'm back to LHs. Do you think I should use Caesar's upper arms for the Greek queen LH I'm making?

I agree with capo steal hatsheputs or pacal's arms. but rigging them maybe tough. bare flesh may not look right when animated as opposed to cloth.
 
Ekmek's right, whenever you put bare skin over what was once cloth it usually results in a strange look. It is basically unavoidable.

There are ways to make it less obvious though, the first way would be to remove the armos from being animated, but this makes the LH look kind of stiff. If you want to, you could do what I did with my Dido LH which uses Isabella's body, and just turn the cloth parts of her arms into bare skin. All you have to do is resculpt the sleeves to look more like arms, then reskin them (which also requires changes to the shader files if the LH will be shadered). It is more work, but ultimately it will look better.
 
Ekmek's right, whenever you put bare skin over what was once cloth it usually results in a strange look. It is basically unavoidable.

There are ways to make it less obvious though, the first way would be to remove the armos from being animated, but this makes the LH look kind of stiff. If you want to, you could do what I did with my Dido LH which uses Isabella's body, and just turn the cloth parts of her arms into bare skin. All you have to do is resculpt the sleeves to look more like arms, then reskin them (which also requires changes to the shader files if the LH will be shadered). It is more work, but ultimately it will look better.

Thanks Ekmek and the Capo, I really did not think about hatsheputs's or pacal's arms. Hopefully, I'll be able to make the problems you said about less noticeable.
 
For the most part, it will be beyond your control unfortunately.

This is the precise reason I never released/finished that Cartimandua LH, because she had bare arms and Elizabeth (who it was based on) did not, so her skin would look strange and twisted when she moved her arms around. Your best bet would be to try and resculpt Izzy's arms to look the way you want and retexture them, because at least with that method, the polygons are in the spots the animation wants them to be in. That's all I can say, I hope you can pull it off, because it is something even well-established vets can't pull off seamlessly.
 
For the most part, it will be beyond your control unfortunately.

This is the precise reason I never released/finished that Cartimandua LH, because she had bare arms and Elizabeth (who it was based on) did not, so her skin would look strange and twisted when she moved her arms around. Your best bet would be to try and resculpt Izzy's arms to look the way you want and retexture them, because at least with that method, the polygons are in the spots the animation wants them to be in. That's all I can say, I hope you can pull it off, because it is something even well-established vets can't pull off seamlessly.

i think thats how the original dido did it. i gues you could take her arms too.
 
the other way is to remove the alpha then click on the zara_hair node and right click and choose node->attach property->nialphachannel

basically remove it and add it back. for some reason some property gets forgotten on export from blender.

What do you mean remove the alpha? There's a NiAlphaProperty node under zara_hair, but there's also a NiMaterialProperty with an Alpha row in the block details section
 
click the niAlphaProerty and choose remove. then add it back by clicking on the zara_hair ninode and then right click and choose node->attach property->nialphachannel

sorry fo rnot being clearer

thanks! And one more question: I'm going to try and make myself as a leaderhead after i finish the one i'm working on, do you have any suggestions, because all of yours look really realistic
 
thanks! And one more question: I'm going to try and make myself as a leaderhead after i finish the one i'm working on, do you have any suggestions, because all of yours look really realistic

lesson 1: patience. your first few will still be a little rough and you may run into problems (post here if you do and we'll help). Thanks for the comment, it took a lot of LHs to get where I'm at.

Lesson 2: open a LH gallery thread. This is so you can post Works In Progress pictures as your modelling. My LHs have looked better after feedback and suggestions than if I did it on my own. You can post problems there to. I subscrribe to LH making threads :)

Capo may have other recommendations ;)
 
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