Gaming Underground Network

Come for the mods, stay for the community
 
HomePortalLatest imagesInterviewsRegisterLog in
Search
 
 

Display results as :
 

 


Rechercher Advanced Search
Info Panel
______________
MOD MASTER THREADS:
FALLOUT
THE ELDER SCROLLS

______________


______________


GUNinsider
Fallout Miami: Mika999
Stay Connected

GUNetwork
Keywords
clone Metal commonwealth khan leon Ryse boomers ghost marvel suit Gear Duty hunk boom Resident Superpele money body Mask dead vault NPCs riot power Reforged space
Latest topics
» R.S.A. Weapons question
Need some porting/rigging advice - Page 2 Emptyby gtp_750 Tue Nov 19, 2024 2:30 am

» Hello - Fo4/76 player
Need some porting/rigging advice - Page 2 Emptyby 3doutlaw Sat Nov 16, 2024 8:28 pm

» Hey everyone
Need some porting/rigging advice - Page 2 Emptyby FentaBerry Wed Nov 13, 2024 11:29 pm

» [FNV] Question about Rainbow Six Siege armor set
Need some porting/rigging advice - Page 2 Emptyby IzzBee Wed Nov 13, 2024 1:54 pm

» I made a detailed map for Fallout 1 & 2 remakes!
Need some porting/rigging advice - Page 2 Emptyby railroadbill Wed Nov 13, 2024 2:29 am

» Tammy's Introduction (Making a PA port)
Need some porting/rigging advice - Page 2 Emptyby Leviatan Sat Nov 09, 2024 1:36 am

» OICW Mod for New Vegas
Need some porting/rigging advice - Page 2 Emptyby DavidW75 Wed Oct 23, 2024 12:37 am

» Looking for Gta 5 xbox one modded account
Need some porting/rigging advice - Page 2 Emptyby salman0786 Tue Oct 08, 2024 4:47 pm

» [FNV] Flickering Landscape Textures
Need some porting/rigging advice - Page 2 Emptyby zliu313 Fri Oct 04, 2024 2:33 pm

» Best Site Ever!
Need some porting/rigging advice - Page 2 Emptyby WasteNinja88 Sun Sep 29, 2024 5:38 am

» Weird bug or glitch with Console Command. [FNV]
Need some porting/rigging advice - Page 2 Emptyby nickenicole47 Tue Sep 24, 2024 7:11 pm

» Suggestions on npc mod that Blends with dragbodys mod?
Need some porting/rigging advice - Page 2 Emptyby ilovebees.com Sun Sep 22, 2024 6:31 am

» [FNV] Right Mouse Button Zoom/ADS Bug
Need some porting/rigging advice - Page 2 Emptyby Lankychazz2009 Sun Sep 22, 2024 4:20 am

» (FO4) FO76 BOS Objects
Need some porting/rigging advice - Page 2 Emptyby campesino.p Sat Sep 21, 2024 9:53 pm

» [FNV] Dragbody's FO4 Power Armors bug.
Need some porting/rigging advice - Page 2 Emptyby Lankychazz2009 Thu Sep 19, 2024 2:34 pm

» Fallout: New Vegas "Pizza Boy" Mod
Need some porting/rigging advice - Page 2 Emptyby MrMistyEyed2 Tue Sep 10, 2024 1:15 am

» Here Are Some Of The Best Mods From GunNetwork
Need some porting/rigging advice - Page 2 Emptyby Abyssfer Sun Sep 08, 2024 10:02 am

» Saying hi after two years
Need some porting/rigging advice - Page 2 Emptyby spiralsandspirals Thu Aug 29, 2024 12:39 am

» Looking for an alternative to Nexus
Need some porting/rigging advice - Page 2 Emptyby freakoverse Fri Aug 23, 2024 10:50 am

» fallout 4 mods
Need some porting/rigging advice - Page 2 Emptyby salientguitar4 Mon Aug 19, 2024 5:47 pm

November 2024
MonTueWedThuFriSatSun
    123
45678910
11121314151617
18192021222324
252627282930 
CalendarCalendar
_
November 2024
MonTueWedThuFriSatSun
    123
45678910
11121314151617
18192021222324
252627282930 
CalendarCalendar

Share
 

 Need some porting/rigging advice

View previous topic View next topic Go down 
Go to page : Previous  1, 2
AuthorMessage
Guest
Guest
avatar


Need some porting/rigging advice - Page 2 Empty
PostSubject: Re: Need some porting/rigging advice   Need some porting/rigging advice - Page 2 EmptyTue Dec 29, 2015 10:35 am

Wow, thanks! Actually I understand most of steps and I already ported armor but in much more primitive way.

Could You please explain step 4:

Quote :
4. Apply modifier on FO mesh for deformation: this will permanently make the current pose the default one. Set the skeleton to non-posing mode.

-What exactly modifier should I apply? How it is called in modifier list? I tried meshdeform (choosed my FO4 port as bind object) and "apply" existing armature modifier. All gives the same result, after skinning and parenting to ckeleton F4 body doesn't match default FalloutNV T-pose. Sad This step is one that I can't "catch" and walk in a circle around. Sad

Spoiler:

-"Non-posing" mode is object mode right?
Back to top Go down
dazzerfong

dazzerfong

Posts : 588
Join date : 2014-04-04
Age : 29
Location : Sydney, Australia

Need some porting/rigging advice - Page 2 Empty
PostSubject: Re: Need some porting/rigging advice   Need some porting/rigging advice - Page 2 EmptyTue Dec 29, 2015 11:59 am

Lemme dig up my 2.49b. God, I hate that version of Blender........ As a hint, use 2.49b only for export, and 2.7 for everything else. Everything makes so much more sense in the new version.

Anyway, you need to select your body mesh, not the skeleton, for this to work. When you do, a tab named 'Modifiers' will appear under the 'Editing' section (press F9 in Object Mode). If you see it, you'll see a 'Make Real' button next to 'Armature parent deform'. Click that then press 'Apply'. Your mesh will no longer move with the skeleton, but that's fine. Copy weights then move back skeleton to 'compensate'.

_________________
Need some porting/rigging advice - Page 2 8p2t9kW
Back to top Go down
Guest
Guest
avatar


Need some porting/rigging advice - Page 2 Empty
PostSubject: Re: Need some porting/rigging advice   Need some porting/rigging advice - Page 2 EmptyTue Dec 29, 2015 12:20 pm

Yes, I did all of it. FNV mesh becomes "default" pose exactly as You said:

Spoiler:

But after I copy weights and parent F4 mesh to skeleton, I still have wrong F4 mesh position. Because it's default pose is F4 one.

What do You mean "compensate"? Should I move skeleton to default T-pose before copying weights to F4 model? I tried it, still no succes. F4 model doesn't match FNV t-Pose.

Spoiler:

But it is skinned and animatable through.

Spoiler:

To be honest I don't understand how it can match if object's default vertex pose is F4 one. The only way I see it to "animate" skinned mesh to fit FNV t-pose with this wrong armature and then reskin it frim scratch after applying "apply deform" script. Maybe this IS the way we talking about? Because it's only possible way that I see after tonns of experiments.

P.S. Yep, I have Blender 2.72, I'm just lazy sometimes to reopen virtual machine for import and export (my main machine is x64 system, wasn't succesful to make 2.49b to work on it with NifScripts -.- ). x)
Back to top Go down
dazzerfong

dazzerfong

Posts : 588
Join date : 2014-04-04
Age : 29
Location : Sydney, Australia

Need some porting/rigging advice - Page 2 Empty
PostSubject: Re: Need some porting/rigging advice   Need some porting/rigging advice - Page 2 EmptyTue Dec 29, 2015 1:54 pm

By 'compensate' I mean move back the skeleton such that the port matches the original FO mesh. Leave the FO mesh alone (disable the deformation modifier there). It's not going to be exact (well, it could be, but that procedure is extremely complicated), but exact enough such that it matches.

So, to sum it up:

1. Import both
2. Move FO mesh via skeleton.
3. Apply deformation.
4. Weight copy.
5. Delete FO mesh, reimport new FO mesh.
6. Parent old skeleton to ported model.
7. Manipulate old skeleton such that ported model roughly matches up with new FO mesh.
8. Apply modifier, delete old skeleton and reparent to new skeleton.

There's another way of solving no. 5 onwards, but that requires Blender 2.72.

Also, NifScripts works fine with x64, so you might want to see what's going on there.

_________________
Need some porting/rigging advice - Page 2 8p2t9kW
Back to top Go down
Guest
Guest
avatar


Need some porting/rigging advice - Page 2 Empty
PostSubject: Re: Need some porting/rigging advice   Need some porting/rigging advice - Page 2 EmptyTue Dec 29, 2015 2:10 pm

So, as I understood, the way I do it is the right way? I just pose skeleton until it matches FNV body turning a blind eye to the fact that actually F4 default pose and FNV one doesnt match? If that's it than thanks! I was afraid I missed something important.

I dunno, I tried to make NifScripts work with x64 system many times and on different machines (my and husband's one) and got nothing. x32 Blender and NifScripts work fine through (but I need to have virtual nachine with x32 system on it).
Back to top Go down
dazzerfong

dazzerfong

Posts : 588
Join date : 2014-04-04
Age : 29
Location : Sydney, Australia

Need some porting/rigging advice - Page 2 Empty
PostSubject: Re: Need some porting/rigging advice   Need some porting/rigging advice - Page 2 EmptyWed Dec 30, 2015 12:43 am

What you're trying to do is to copy weights first. Once that's done, you can manipulate that mesh using the skeleton. Thus, you can move 'back' the skeleton such that it's the same as the FO3 standard.

What I forgot to add was, once you made your FO3 skeleton match the FO4 mesh, you should apply your skeleton pose as the current resting pose. That way, if you parent your now-weighted FO4 mesh to it, your FO4 mesh shouldn't move it at all. Then you can move your skeleton back the way it was.

_________________
Need some porting/rigging advice - Page 2 8p2t9kW
Back to top Go down
Guest
Guest
avatar


Need some porting/rigging advice - Page 2 Empty
PostSubject: Re: Need some porting/rigging advice   Need some porting/rigging advice - Page 2 EmptyWed Dec 30, 2015 10:29 am

Quote :
What I forgot to add was, once you made your FO3 skeleton match the FO4 mesh, you should apply your skeleton pose as the current resting pose. That way, if you parent your now-weighted FO4 mesh to it, your FO4 mesh shouldn't move it at all. Then you can move your skeleton back the way it was.

Oh God. That's it. That's exactly what I was missed! Thank You! Finally I understood procedure completely and can easily and correctly reanimate skeleton as it should be back to F3 pose.

Thank You again. Smile
Back to top Go down
dazzerfong

dazzerfong

Posts : 588
Join date : 2014-04-04
Age : 29
Location : Sydney, Australia

Need some porting/rigging advice - Page 2 Empty
PostSubject: Re: Need some porting/rigging advice   Need some porting/rigging advice - Page 2 EmptyWed Dec 30, 2015 1:00 pm

All good, good luck with your project!

_________________
Need some porting/rigging advice - Page 2 8p2t9kW
Back to top Go down
toolio20

avatar

Posts : 262
Join date : 2014-03-08

Need some porting/rigging advice - Page 2 Empty
PostSubject: Re: Need some porting/rigging advice   Need some porting/rigging advice - Page 2 EmptyThu Dec 31, 2015 6:49 am

This is one of the most informative threads I've (happened to have) seen on this site - thanks to the OP for asking, and to the community for sharing their insight...
Back to top Go down
front210

front210

Posts : 14
Join date : 2014-03-09

Need some porting/rigging advice - Page 2 Empty
PostSubject: Re: Need some porting/rigging advice   Need some porting/rigging advice - Page 2 EmptyThu Dec 31, 2015 9:20 pm

dazzerfong wrote:

What I forgot to add was, once you made your FO3 skeleton match the FO4 mesh, you should apply your skeleton pose as the current resting pose. That way, if you parent your now-weighted FO4 mesh to it, your FO4 mesh shouldn't move it at all. Then you can move your skeleton back the way it was.
Very useful information, dazzerfong, thank you! +1 to Rep!
Back to top Go down
Sponsored content




Need some porting/rigging advice - Page 2 Empty
PostSubject: Re: Need some porting/rigging advice   Need some porting/rigging advice - Page 2 Empty

Back to top Go down
 

Need some porting/rigging advice

View previous topic View next topic Back to top 
Page 2 of 2Go to page : Previous  1, 2

 Similar topics

-
» need some advice
» Need Advice
» hey im new, any advice
» Hand rigging
» Any advice on Modding?

Permissions in this forum:You cannot reply to topics in this forum
Gaming Underground Network :: Workshops :: T.T.T.T. Archives-