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 Spontaneously a new planet.

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beardofsocrates

beardofsocrates

Posts : 544
Join date : 2014-08-17
Age : 32

Spontaneously a new planet. Empty
PostSubject: Spontaneously a new planet.   Spontaneously a new planet. EmptyThu Nov 17, 2016 6:19 pm

Ok not literally, but I've been working on a custom race. A friend of mine pointed out that FO4 has terrible precision through the 3DS max scripts. I noticed the effects after it was pointed out, so I decided to give OS a try. Outfit Studio has a full precision option thankfully, so I copied over the bone weights, from the original head mesh, on to it. The export went fine, and the right shaders were selected, but now I have an entirely new issue I was wondering if anyone knew what to do? I'll lets the screen shots speak for themselves.

Spoiler:

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Chromesthesia

Chromesthesia

Posts : 152
Join date : 2015-05-22
Location : ----

Spontaneously a new planet. Empty
PostSubject: Re: Spontaneously a new planet.   Spontaneously a new planet. EmptyThu Nov 17, 2016 8:07 pm

That's quite the hilarious end result, gave me quite a chuckle buddy. I have no experience in the matter but could it be the outfit your character is wearing? Maybe its not all set up for that armor or an aspect of the armor.

Good luck with your issue buddy.
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beardofsocrates

beardofsocrates

Posts : 544
Join date : 2014-08-17
Age : 32

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PostSubject: Re: Spontaneously a new planet.   Spontaneously a new planet. EmptyFri Nov 18, 2016 12:48 am

@Chromesthesia

Sadly it's the head, and not the armor. The head mesh was entirely remade.

-Some points:
*It was working fine in-game prior to using the OS method.
*The 3DS max version still functions as it use to.

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