Swedish Carolean

Cyberviking

Chieftain
Joined
Mar 8, 2007
Messages
21
Location
Norway, Kalmar Union
This Swedish UU is a combination of the Free Colonist in Colonization and the English redcoat(rifle and animation) + skin parts from the Capo's Karolin.
DOWNLOAD

karolin2_7bK.png

Spoiler :
karolin_93l.jpg

I encountered a few problems when i made the unit. Firstly, i had to spend A LOT of time changing the Z-values of the vertices in NifScope . Is it possible to do this in e.g. Blender? I also couldn't figure out how to make the unit look less like a giraffe(look in the upper left corner of the spoiler image!).
 
This Swedish UU is a combination of the Free Colonist in Colonization and the English redcoat(rifle and animation) + skin parts from the Capo's Karolin.
DOWNLOAD

karolin2_7bK.png

Spoiler :
karolin_93l.jpg

I encountered a few problems when i made the unit. Firstly, i had to spend A LOT of time changing the Z-values of the vertices in NifScope . Is it possible to do this in e.g. Blender? I also couldn't figure out how to make the unit look less like a giraffe(look in the upper left corner of the spoiler image!).
Most of the major modifications of a model are easier with Blender. NifSkope is helpful for fast and minor modifications, because they are applied directly to the used nif and there is no nifswap needed (if you are using that technique, read more about it and other NifSkope things here).

The length of the neck can be reduced rather easy with NifSkope, you'll just have to add a dummy node between the Neck bone and the Head bone. To do so, just open up the BIP or Bip01 tree until you reach the BIP or Bip01 Head node. This node should normally be the child of the BIP or Bip01 Neck node. Add a NiNode to the BIP or Bip01 Neck node via right-click on the Neck node Node->Attach Node->NiNode. Rename the new node to something like "Dummy_Head".

Now make the BIP or Bip01 Head node a child of the new node via the Block Details of the new node. For this, change the "Num Children" entry to 1 and then left-click on the green double arrow below. Now the "Children" entry should consist of one empty entry in that you now enter the number of the BIP or Bip01 Head node.

Next you'll have to un-child the BIP or Bip01 Head node from the BIP or Bip01 Neck node. For this, just go to the "Children" entry of the BIP or Bip01 Neck node and remove the BIP or Bip01 Head node entry.

Now you have created a new bone node between the Neck and the Head bone nodes. By changing the Translation coordinates of that node, you should be able to change the position of the head relative to the rest of the body.
 
may i post two question, after reading your tips SaibotLieh?

1) why not move the head node directly?
2) don't the animation files refer to the bone nodes directly in name thus screwing the method up?
 
may i post two question, after reading your tips SaibotLieh?

1) why not move the head node directly?
2) don't the animation files refer to the bone nodes directly in name thus screwing the method up?
In fact you answered yourself. Intuitively, one would modify the head node directly, but since the animation kf changes these settings to create the animation, any change done to the nif file with NifSkope will be nullified. However, the newly created dummy node is not referred to in the kf file, thus it will not be changed by it and the unit will look different in the game.

By the way, normally only the Translation and the Rotation entries are changed by the kf file. So, if you just want to change the Scale of a node, you can do this directly with the BIP/Bip01 nodes. I often used this to make the arms of my female units a bit shorter & thinner by setting the Scale to 0.9.
 
thank you very much :)

i know that the scale can by changed, i use this to "remove" heads and replace them with new ones :P

one more question: is there a way to make certain parts thinner but not shorter in nifskope? for example i want very thin arms but they should not get shorter.
For example the skeletons if FFH have very thing arms in game, although the mesh itself look like any other units with strong arms in nifskope, i could not trace it back to what the creator of the unit has done to accomplish this effect.

edit: i just realized i send you a pm regarding this some time ago, but never got an answer :(
 
thank you very much :)

i know that the scale can by changed, i use this to "remove" heads and replace them with new ones :P

one more question: is there a way to make certain parts thinner but not shorter in nifskope? for example i want very thin arms but they should not get shorter.
For example the skeletons if FFH have very thing arms in game, although the mesh itself look like any other units with strong arms in nifskope, i could not trace it back to what the creator of the unit has done to accomplish this effect.
Hm, I looked at the skeleton mesh, but I can't see how they managed that effect. :hmm: Also it doesn't help that the nif file is rather messy. :twitch:
edit: i just realized i send you a pm regarding this some time ago, but never got an answer :(
You did? Sorry, never got that message, just recheck. :confused:
 
:confused:
I don't see why you would think so from that thread. I think it's clear that seZereth made them. I'm not even mentioned there.

However, it looks like seZereth made the units with Nif Viewer. Maybe that program has some options to make the arms thinner. But I haven't used that program yet, so I don't know. Maybe the mentioned tutorial from Rabbit, White holds some clues. :dunno:
 
oh dear, my bad.
at first glance your names sounded too similar, so thought you were the same guys :)

that also means that i wrote him the pm and not to you :)
 
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