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Hairy questions


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12 réponses à ce sujet

#1
Raygereio

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I have one custom hair model that I grabbed from the vault that doesn't change when equipping a hat, resulting in clipping issues. Looking over the mdb format entry on the NWN2 wiki, it seems that this behaviour is controlled by a flag called MDBHairShorteningBehavior. 
Anyone know of a way/tool that I can use to edit that flag?
 
Also another custom hair model doesn't move the way the vanilla long'ish hairs do when running. Anyone know a guide that covers how to setup hairs to do that?


#2
4760

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it seems that this behaviour is controlled by a flag called MDBHairShorteningBehavior. 

Anyone know of a way/tool that I can use to edit that flag?

I imported a hair mesh in 3ds max, and it appears this flag is defined in the hair dummy property:

 

 901-0-1451668757.png

That's quite easy with 3ds max (6, 7 or 8 only) and the Expotron plugin, as shown above.

 

I don't use Blender, but I believe there should also be a way to change the property 

hairflag = low

to short or ponytail.

 

 

Also another custom hair model doesn't move the way the vanilla long'ish hairs do when running. Anyone know a guide that covers how to setup hairs to do that?

I suppose the custom hair model you're referring to is not skinned to the head, ponytail1, ponytail2 and ponytail3 bones.

In that case, you'll need to add the missing bones to the skin (I'm not sure Blender will allow you to do this though).



#3
rjshae

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In the Blender mdb import/export scripts the imported hair flag is represented as a material type on one of the faces of the pyramid-shaped artifact. It's a bit of a cludge, but it does the job...

 

screenshot_zps2mzkazoi.jpg



#4
Raygereio

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I imported a hair mesh in 3ds max, and it appears this flag is defined in the hair dummy property:

 

 901-0-1451668757.png

That's quite easy with 3ds max (6, 7 or 8 only) and the Expotron plugin, as shown above.

 

Your linked picture doesn't work. Where can I find that property in 3ds max with expotron?



#5
Raygereio

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Turns out that the hair info is stored on a dummy helper, separate from the actual hair model. The custom hair model didn't include one.

In case anyone stumbles here via a search on the topic: Importing one of the vanilla hairs and re-purposing that hair's dummy helper should do the trick.

 

With that mystery solved, I have a new one: When I try to save the edited hair model, expotron throws a "Can't find skin" error at me. Anyone capable of shedding light on that?



#6
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Hair models need at a minimum to use a skin modifier which contains the head bone (so it moves with the character). Depending on their complexity (meaning, how long thry are and how they fall on the shoulders), they may also need the ponytail1, ponytail2 and ponytail3 bones; I even found a model using the chest bone as well.

In your case, make sure the p_hhm_skel.gr2 (if you're working on a Human Male character; it would be p_ddf_skel.gr2 for a Female Dwarf character) exists in the directory where you want to save the hair model.

#7
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Your linked picture doesn't work. Where can I find that property in 3ds max with expotron?


Yep, I noticed. I'll update the link, I don't know what happened.

#8
Raygereio

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In your case, make sure the p_hhm_skel.gr2 (if you're working on a Human Male character; it would be p_ddf_skel.gr2 for a Female Dwarf character) exists in the directory where you want to save the hair model.

 

I've grabbed the appropriate skeleton file and copied it to the directory where I'm saving the hair model. But I'm still getting the "Can't find skin" error. 

I get the same error when I import a vanilla hair, don't change anything and try to export it. So at least I can rule out having screwed placing the hair info dummy.



#9
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Hmm... Does the hair model include the skeleton? Is there a skin modifier in the list of modifiers?

#10
Raygereio

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Hmm... Does the hair model include the skeleton? Is there a skin modifier in the list of modifiers?

No to the first question and as far as I can tell no to the second one.



#11
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Well, that's the reason. What is the hair model you wanted to update?

#12
Raygereio

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Though as far as I can tell, the vanilla hairs also don't include a skeleton or skin modifier. And I get the exact same error with them as I do with the modded hairs. So I'm guessing the problem is me having screwed up a setting somewhere.
I don't know. I'm a complete newbie when it comes to this area of modding and googling has given me a ton of info, but nothing I could apply here. So I'm stumped.f2QPo9j.gif


#13
Raygereio

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Small bump. Because I'm still curious if anyone knows what I'm doing wrong and/or can walk me through what I'm trying do.