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Difference between revisions of "Blender/Creature Meshes 101"
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* paint each and every vertex using the steps outlined above | * paint each and every vertex using the steps outlined above | ||
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. | |||
{| width="30%" align="right" style="background:#ffccaa;" | {| width="30%" align="right" style="background:#ffccaa;" | ||
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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. | ||
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This will take a while ... leave no vertex out, and do not assign more than 4 bones to one vertex. You cannot really break something otherwise, and errors you make here will teach you a lot. Go and make some errors. It'll sometimes be funny, too! | This will take a while ... leave no vertex out, and do not assign more than 4 bones to one vertex. You cannot really break something otherwise, and errors you make here will teach you a lot. Go and make some errors. It'll sometimes be funny, too! |