leaderhead animation problem

cool3a2

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Mar 30, 2007
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I made changes on esnaz Corvinus LH (to be more specific: I've corrected the hair). When the LH doesn't move, that means if I open the nif in Sceneviewer, it looks okay, but during animations the hair gets transformed and it doesn't look that good. I tried to correct that, but when I try to export it, I get errors. Is it actually possible to do any changes to the animations / the model during the animation? If not, any suggestions how to fix that?
 
I am not exactly sure whats your problem is. Usually you dont export animated, unless you actually made the animation frem scratch - you import, edit and export again the LH mesh, then you merge it onto a existing LH animations.

If just the hair gets distorted during animation, you probably messed up the vertex weights when editing. You could solve this by readjusting the weights. Probably making it rigid - dependant on only one bone - the head bone should be your best guess.

Described in detail here by C.Roland, Ekmek and Bernie:
http://forums.civfanatics.com/showthread.php?t=183742
http://forums.civfanatics.com/showthread.php?t=267233
http://forums.civfanatics.com/showthread.php?t=252568
 
Okay, I'll give a more detailled description here. As I said esnaz made this LH originally. It's based on the John LH. I guess esnaz removed some parts and then the LH got a hole in the head. He fixed that by putting two blobs into the head. From the front the LH looked good, but from the side some problems became visinle. That's where I started my work. I removed one of the blobs and transformed the other one. This is how it looks:

2531338670_335ac0d6f9.jpg


On the first 3 pictures you can see the LH during some animation. Look at his forehead, where the hair begins. There the hair is still not perfect. There are other animations when it is even worse, but I had no time to search them... On the 4th picture you can see it in Sceneviewer, I think it's okay. On the right you can see it in nifskope with the blob selected. My intention was to look up every step of the animations and correct that by model ransformations. So I loaded the kfm and then the kf file. At first I wanted to correct the main part, but when I tried that things messed up. So I transformed the blob again. After the first step seemed to be alright I tried to export the kf file, but I got errors. So, how would you try to fix this?
 
So the Blob is a separate mesh that you attached in NifScope ?

If so you best guess is to make it rigid (it's probably is anyway) and attach to the head-bone. Make the hair start a bit higher - so there is some space between it and the eyebrows (eyebrows might move while the head doesn't, causing more clipping).

If that does not work - probably because Jaos forehead (specifically - the Area where the forehead meets the blob) is affected by more than one bone causing the hairline to change its shape during animation - So if it doesnt work, You will need to import the LH in Blender or Max, attach the Blob there and rig it (i.e. the hairline) to the bones affecting the forehead.
 
Yes, that blob is a single mesh. I tried to make the hair start a bit higher, but this doesn't work, because the hairline is already defined by the main part of the LH (thus their is also hair that belongs to the main part). So the problem is not the blob. Hmmm... What could I do now? If I try to edit the main part it gets messed up. I'll destroy the LH if I do this.
 
If I try to edit the main part it gets messed up. I'll destroy the LH if I do this.

Ith shouldn't - the tutorials i linked above describe how to make it work. I myself dont use Blender - so while the general steps are the same, i cant give you any pointers on specific tools.
 
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