Friday, January 11, 2013

BDA Progress 9 - Halted

Well, it seems no matter what I do, short of recreating the armor from scratch in a brand new file, the selective clipping persists.


I've tried the following:
  • Using SkinWrap off of female_0 body with no modification
  • Recreating BSDismemberModifier
  • Having multiple sections in BSDismemberModifier
  • Splitting armor up into multiple meshes
  • Using dummy textures
  • Using no textures (Nifskope only)
  • Adding additional geometry to make backfacing elements match frontfacing (No simplified geometry on the back of elements; perfectly shaped)
  • Changing the distance of affected elements from the main body of armor by a couple units (any more and it is floating)
  • Manually matching weights for layered elements
  • Copy/pasting LightingShaders from vanilla Skyrim armor
  • Copy/pasting AlphaProperties from vanilla Skyrim armor (specifically, the Heavy Iron Armor with pauldrons)
  • Not using Alpha Properties
  • Switching between Editable Poly and Editable Mesh (with Skin and Dismember recreation)
  • Detaching backfaces as separate elements
  • Exporting to BSFadeNode (Skyrim crashed, but Nifskope still displayed the issue)
  • Updating tangents in Nifskope
  • Deleting the Skin Wrap Modifier and creating a new one
  • Separating most of the elements into their own objects (only made more objects act up)
  • Used a completely different computer with 3ds Max 2012 x64 to export
  • Removing  and reinstalling a different version of the nif exporter
  • Using 3ds Max 2011 x86 
  • Running 3ds Max 2011 as administrator
This is seriously getting on my nerves. If I export only the mesh, no Skin or BSDismember modifiers, the clipping does not occur. But the moment I put a Skin Modifier on, the problem comes back. Any attempt to remedy this only moves the issue or makes it worse. It's the "holes in the boat" problem. No matter what you do, no matter how many holes you plug, you're going to sink.

So, my question is this: Why must every model I create that involves vertex weighting go wrong? The Bassrath-Kata bow refused to work until I repeated the same steps for the umpteenth time, the Leather Duster occasionally shoots a vertex off into the distance, the Blood Dragon Armor port has vertices bunching up regardless of where I weight them, and this Blood Dragon Armor remake changes z-order for no reason other than "screw you, author".

EDIT:

New development: If I export the belt and tassets, Nifskope refuses to render them or show to XYZ axis markers until I delete all BSDismemberSkinInstances in the file.

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