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Difference between revisions of "Blender/Creature Meshes 101"
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The area around the vertex becomes green. Green stands for weight 0.5, yellow for 0.75, red for 1.0, dark blue for 0, light blue for 0.25. Later you want to paint the vertexes next to the ones you just painted with a lower weight, the quickie way we're doing this here leads to edgy movements. | The area around the vertex becomes green. Green stands for weight 0.5, yellow for 0.75, red for 1.0, dark blue for 0, light blue for 0.25. Later you want to paint the vertexes next to the ones you just painted with a lower weight, the quickie way we're doing this here leads to edgy movements. | ||
* paint each and every vertex using the steps outlined above | |||
{| width="30%" align="right" style="background:#ffccaa;" | {| width="30%" align="right" style="background:#ffccaa;" | ||
| '''DEBUGGING''' | | '''DEBUGGING''' | ||
If NIFskope shows parts of the model stretched to the Scene Root (generally on the "floor" in the center), or Oblivion or the CS shows the exploding polys effect (you'll understand), you forgot to rig a vertex. Each vertex must be rigged to at least one | If NIFskope shows parts of the model stretched to the Scene Root (generally on the "floor" in the center), or Oblivion or the CS shows the exploding polys effect (you'll understand), you forgot to rig a vertex. Each vertex must be rigged to at least one bone. | ||
If the scale and/or position of the model is all wrong in NIFskope and later in the CS the animation, you need to apply scale and position in Blender before exporting to .nif. Hit Ctrl-A. | If the scale and/or position of the model is all wrong in NIFskope and later in the CS the animation, you need to apply scale and position in Blender before exporting to .nif. Hit Ctrl-A. | ||
|} | |} | ||
The paint will "paint through" to the other side of the model. For the spine, that's good, for the legs, not so good. You will need to rotate your view alot. You can undo the last stroke with UKEY, and of course you can overpaint wrongly assigned vertices with weight 0 if weighting of the other side is unavoidable. | The paint will "paint through" to the other side of the model. For the spine, that's good, for the legs, not so good. You will need to rotate your view alot. You can undo the last stroke with UKEY, and of course you can overpaint wrongly assigned vertices with weight 0 if weighting of the other side is unavoidable. |