Well surprise surprise, it does not work with vanilla head mesh. I don't know how I could have said it any clearer. It is for Head06. The description says head06, the tutorial says it is specifically head06, This is a perfect example of why I hardly ever release anything."> ">
Anyway, it is possible to edit the vanilla mesh in much the same way, but you have to be selective when removing doubles. Also the vanilla mesh will give poor results for the simple reason that it has fewer faces on the face, and therefore reduced opportunity for editing.
I will upload a blend file of an edit ready vanilla head mesh. All you have to do is edit it and export it. If you export it correctly it will work.">
I tried your tut with standard head mesh and unfortunately your method don't works. While importing the standard head as .obj it has around 30 vertices more than imported as .nif (for weightpainting). - BWC stage 1 and export as shape: same vertex count as original, but eye lids don't work. - removing 44 duplicates, BWC and export: looks like a nugget of granite. Eye lids and mouth don't work. (Same result as imported as .nif and moved the UVmap.)
This is very interesting, would it also apply to fo3 and new Vegas?
I have not tested anything in fallout. I imagine it would be similar but maybe some differences, it would have to be tested to be sure.
Excellent. Did you try changings in UVmap? I always get in my trials in the past -1 vertex only while moving the uvmap (no changings!, only grabbing), and the eye lids fall into the mud.
Any kind of unwrap/remap wont work. I'm not sure if it is the egm or the tri that stores info on uvmap (probably the tri) but we need to maintain compatibility with those files. I have found that using the method outlined here I can move single verts in the map and still be compatible, but maybe it has to be tested more to see just how far we can go with changing the map. See this picture for an example of what works,
I pulled down single verts from the centre of the horns and it worked fine.
I have had the eyelids falling to the feet in the past when created new egm and tri with conformlater, everything would work except the eye morphs. Here we are using the original egm and tri so we avoid this problem.
Excellent. Did you try changings in UVmap? I always get in my trials in the past -1 vertex only while moving the uvmap (no changings!, only grabbing), and the eye lids fall into the mud.
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But btw, I'm experiencing Eyelid issue when my character's blinking.
Maybe it didn't match with .egm / .egt file, after exporting from blender.
Any other tutorials?
You have my endorsement, thanks for the great tutor.
Anyway, it is possible to edit the vanilla mesh in much the same way, but you have to be selective when removing doubles. Also the vanilla mesh will give poor results for the simple reason that it has fewer faces on the face, and therefore reduced opportunity for editing.
I will upload a blend file of an edit ready vanilla head mesh. All you have to do is edit it and export it. If you export it correctly it will work.
While importing the standard head as .obj it has around 30 vertices more than imported as .nif (for weightpainting).
- BWC stage 1 and export as shape: same vertex count as original, but eye lids don't work.
- removing 44 duplicates, BWC and export: looks like a nugget of granite. Eye lids and mouth don't work. (Same result as imported as .nif and moved the UVmap.)
Seems your tut only works for Head6.
I have not tested anything in fallout. I imagine it would be similar but maybe some differences, it would have to be tested to be sure.
Any kind of unwrap/remap wont work. I'm not sure if it is the egm or the tri that stores info on uvmap (probably the tri) but we need to maintain compatibility with those files. I have found that using the method outlined here I can move single verts in the map and still be compatible, but maybe it has to be tested more to see just how far we can go with changing the map. See this picture for an example of what works,
I pulled down single verts from the centre of the horns and it worked fine.
I have had the eyelids falling to the feet in the past when created new egm and tri with conformlater, everything would work except the eye morphs. Here we are using the original egm and tri so we avoid this problem.
Did you try changings in UVmap? I always get in my trials in the past -1 vertex only while moving the uvmap (no changings!, only grabbing), and the eye lids fall into the mud.