Freedom Reborn

Freedom Force Forums => Hex Editing => Topic started by: bearded on September 09, 2011, 04:27:51 PM

Title: nifskope discovery
Post by: bearded on September 09, 2011, 04:27:51 PM
i don't know if others are aware of this, i remember last year trying to fit male suit onto male basic keyframes and getting that neck stretch problem. it's also a problem with fitting females onto male keyframes, like, a proper spidergirl with spiderman keyframes. what i found out is, if you unhide all in nifskope and edit the bone size, you can fix the stretch problem. pick the neck, make it about .3, then the head and arms will shrink. increase the size of the head bone by a factor of one, and the right and left clavicle by a factor of one. i also change spine1 down some also. and there you have it.
edited for nick to neck.
Title: Re: nifskope discovery
Post by: style on September 09, 2011, 05:29:46 PM
when u say nick do u mean neck? :huh:
Title: Re: nifskope discovery
Post by: ow_tiobe_sb on September 09, 2011, 05:41:15 PM
Quote from: style on September 09, 2011, 05:29:46 PM
when u say nick do u mean neck? :huh:

No, Style, I believe BiL was simply using a handy moniker for Nickelodeon, that television destination for award-winning children's programming.

ow_tiobe_sb
Phantom Bunburyist and Whirled Braker
Title: Re: nifskope discovery
Post by: bearded on September 09, 2011, 08:34:13 PM
is this a trick that everyone already knew?
also, i have a hat on him, but it swivels like the center is lower than it should be. is that an easy fix?
Title: Re: nifskope discovery
Post by: Cyber Burn on September 09, 2011, 10:37:03 PM
This concept is new to me. When I eventually get back into skoping, I'll have to take a look at this, that opens lots of possibilities.

As for the hat issue, the problem may be where you have it  pasted on, maybe move it to a higher node?
Title: Re: nifskope discovery
Post by: Tomato on September 10, 2011, 02:51:09 AM
or you can just move the head down by editing the mesh's bone connection via the skin instance, thereby avoiding the usual problems encountered when scaling bones.

(http://img707.imageshack.us/img707/3866/examplecy.jpg)

Basically you want to select "NiSkinData" under the skin instance and track down the bone the section of the mesh is connected to. In this case, the head bone is the first one on the list (scene data not being a bone and all) so I went to the first bone under "Block details" and clicked the transform icon. instant moving head.