07-29-2006, 05:15 PM
For those of you who have all but given up on trying to edit skinned meshes and get them to work in the game, there is a last ditch desperate measure that works but
needs a bit of patience. Open the desired mesh in NifScope and select the NiNode you want to edit then under that find the NiTriShapeData block and click on it to get teh
drop down.
In the drop down you'll find +Vertices click on that to drop down a list of all that block's XYZ coordinates. These can be edited by double-clicking and either typing a new
number or using the provided scroll buttons. What I do is select the Y value and add 10 if it is positive or subtract 10 if it is negative. Thsi allows you to see which vertex you
have selected because it sticks way out. If it is the right one then adjust to suit if not then change back to what it was. The orientation of the coordinates is:
+Z -X (right)
| /
| /
(back) -Y_____0,0,0______ +Y (front)
|
/ |
/ -Z
+X (left)
Typically the waistband front centre coordinates would be something like 0, 7.9342, 75.2342 and the back would be 0, -10.5342, 76.8345
Note that Bethesda have a strange modelling habit of having duplicate vertices i.e. they don't weld them together. This makes for a much higher vertex count than
necessary for a given model. So when doing this kind of manipulation, look out for duplicates and change them too or you'll end up with tears in the model. Ocassionally,
there may be 3 or more common vertices!!!! ALWAYS BACK UP YOUR ORIGINALS BEFORE DOING ANY WORK ON THEM!!!!
Sorry but the graph didn't quite work out but it should be clear enough
needs a bit of patience. Open the desired mesh in NifScope and select the NiNode you want to edit then under that find the NiTriShapeData block and click on it to get teh
drop down.
In the drop down you'll find +Vertices click on that to drop down a list of all that block's XYZ coordinates. These can be edited by double-clicking and either typing a new
number or using the provided scroll buttons. What I do is select the Y value and add 10 if it is positive or subtract 10 if it is negative. Thsi allows you to see which vertex you
have selected because it sticks way out. If it is the right one then adjust to suit if not then change back to what it was. The orientation of the coordinates is:
+Z -X (right)
| /
| /
(back) -Y_____0,0,0______ +Y (front)
|
/ |
/ -Z
+X (left)
Typically the waistband front centre coordinates would be something like 0, 7.9342, 75.2342 and the back would be 0, -10.5342, 76.8345
Note that Bethesda have a strange modelling habit of having duplicate vertices i.e. they don't weld them together. This makes for a much higher vertex count than
necessary for a given model. So when doing this kind of manipulation, look out for duplicates and change them too or you'll end up with tears in the model. Ocassionally,
there may be 3 or more common vertices!!!! ALWAYS BACK UP YOUR ORIGINALS BEFORE DOING ANY WORK ON THEM!!!!
Sorry but the graph didn't quite work out but it should be clear enough