I have this never-ending battle with the floating mesh add-ons syndrome. Recently I tried using the AccessoryGirl and NoCapeMan (i.e., the FFvs3R Male_Basic and Female_Versatile meshes) to work off of, gluing parts to the bones, and it seems that there is no problem with floating in the game.
However, if I throw in some of the keyframes that were designed for the original FF game, it turns out (no pun intended) that the meshes are tilted at 90 degree angles in the game and in CTool. To fix this, I tried counter-rotating the mesh in NifSkope to compensate.. the result? I got the mesh of the body itself to stand upright the way it should in-game. During the character selection screen (the halftone purple screen where you pick and edit characters) The mesh is still skewed to the point where it's off-screen.)
I found a few nodes in the structure of these new meshes that weren't present in FF1 meshes, right below the scene root and before the bones. NiSomething or other. I can't remember them at the moment since I'm not at my home PC. I'm away in Seattle for the next few days getting some R&R... But the first of these two nodes was rotated -90 degrees on the X-axis, and changing that value to zero was what did the trick.
Does anybody have any ideas as to why the mesh would still appear twisted over in the character selection screen? Should the keyframes themselves be converted (i think they already were if I'm not mistaken) or should they have been exported to FFvs3R? If I got this to work by using NifSkope, maybe there is a way around it without booting up 3DSMax.
Don't know why.
Are you rotating the mesh or the root_notetrack?
I rotate the latter in 3DS and it more-or-less works okay in the selection screen - they are too close and up a little high but not rotated.
The root_notetrack, that's the part that actually does something. If I rotate the Scene Root, Bip01, or the mesh itself, it doesn't solve the problem, because the keyframes once applied, somehow twist the mesh around.
Something else to consider - rotating the root_notetrack causes the body to be in the right direction in-game, but all the accessories (hair, greaves, belt, shield etc) are still obeying their old routines. I have to manually paste them onto the correct bones for them to function. So it's not possible to just drop, say a skirt or cape on the scene root and have it obey all the right movements.
Quote from: Revenant on February 23, 2008, 12:13:21 PM
Something else to consider - rotating the root_notetrack causes the body to be in the right direction in-game, but all the accessories (hair, greaves, belt, shield etc) are still obeying their old routines. I have to manually paste them onto the correct bones for them to function. So it's not possible to just drop, say a skirt or cape on the scene root and have it obey all the right movements.
Can't you just rotate the Nitrishapes of the pieces?