Merging Armor
From NibleWiki
Many Morrowind-fans may miss the look of wearing a Robe over some armor, with the pauldrons sticking out - well, let's recreate that look, though we can't get the extra enchantment slots in Oblivion.
[edit] Aim
Combine parts of Armor to something new.
[edit] Needed Software
NIBLE starting with Version 0.5 DB 20070211
[edit] Step by Step
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Time to save our work and have a look at it in the construction set - I won't describe how to add Armor meshes to the game and Armor to a test char, there are tons of tutorials for that. As you can see, there's the whole Cuirass sticking to the Robe, with some ugly clipping in the lower regions. | |
| Have a look at the newly added Trishapes in NIBLE: using the "hide" checkbox in the "Actions" panel, you can prevent these mesh parts from beeing rendered. Try them and check the effect in the CS (hit F5 to reload the meshes). Eventually, you'll find that 59:Upper Body and 69: Arms are the ones we don't want to see. | |
| Of course we could leave the model like that, but for performance reasons in Game, we should remove the unneeded (and now hidden) parts instead of just making them invisible. | |
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To do that, Image you need to use the "Detach from Parent" - Button in the "Actions" Panel of the Trishapes to delete (marked 1. in the picture) - you'll see them moved to a new part of the component tree, labeled "Unlinked Nodes". When you have completed that step for all the Shapes to remove, hit the "remove Unlinked"-Button, marked "2." in the picture. That's another lengthy operation, though not as bad as the merging itself. Save your work. |
Well, that's it!. A little comment on finding identical bones on the meshes: Game and NIBLE alike identify bone nodes by their names, so if there's any trouble like having two left upper arm bones in the final mesh, check the spelling in the base material.