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
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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