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Yagrum Bagarn: HELP!

Submitted by helpfulperson on

In an effort to recreate Yagrum Bagarn I have combined certain meshes in nifskope which could be worn as clothes by an NPC to give the appearance of Yagrum Bagarn. These meshes are properly rigged to the correct bones, based off of the human skeleton and the spider daedra skeleton. However, the standard oblivion skeleton, as well as the Maximum compatibility skeleton, lack the bones referred to by the mesh, namely the spider daedra bones. So, I have attempted to combine the Maximum compatibility skeleton with the spider daedra skeleton in order to allow the Yagrum Bagarn body to show up correctly when worn. However, I have hit a stand still on combining the skeletons; the two skeletons retain their scene roots rather than combining into one scene root, causing oblivion to search for the skeleton parts on the original scene root but finding none. In the hopes that someone would be knowledgable enough to know how to do this, I am reaching out to the community for help.

I have uploaded the skeleton with two scene roots, one the maximum compatibility skeleton, the other the spider daedra skeleton. I have also uploaded a screenshot of the body as a proof of concept.

If anyone has any knowledge how to do this or thinks that they might be able to do this, I implore them to say something!

Download Link

http://www.mediafire.com/?nkae2mxraeixaib

 

Proof of Concept

[External image]

 

 

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Last edited by helpfulperson on 20 Feb 2011 - 17:50.

I was thinking of converting the original Yargum ... but anyways:

 

Nifscope can not combine the scene roots of different nifs as far as I know. 3dsmax on the other hand does that automatically when you import (Trial version).

I guess you could also try copying the individual bones (there are a handful that are required for a NPC) ... or use the spider--daedra playable race from TalkieToaster's mod. Otherwise If you want me to do it I can probably get something by friday.

 

 

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That looks amazing!  Great job even for what you have so far.

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Ok ... so I had a look at your files and I have uploaded two skeletons ... one is the merged version of your attempt and the second is TalkieToaster's NPC Spider Daedra Skeleton.

Download.

BUT your mesh\body has major issues. Apparently there is a copy of the skeleton within the mesh and so there are two bones of every name or something like that. The mesh is supposed to have a Flattened Heirachy ... exported after hiding the skeleton.

 

I can't manage to salvage it because it is causing infinite crashes in nifscope  ... maybe you can find the original meshes from which you made this ... or an older version.

 

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Yeah I'm pretty sure that I uploaded the wrong mesh to begin with. I'll upload the original meshes and the one that I meant to upload.

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Okay here are the original meshes I used, as well as the correct mesh which I meant to upload. I have no idea how that mesh that I had even came about being.

http://www.mediafire.com/?c3qi0f3jskf2pff

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I'm beginning to really think that your suggestion of the playable/npc creature mod might be a much much much better option than what I'm currently doing. The only thing is that I waaayyy lack the mesh-related skills necessary to make the dwarven spider daedra creature look like Yagrum Bagarn, aside from the robotic dwemer spider legs. My idea involved utilizing the dwemer spider legs and pelvis with a combination of the fat version of roberts male upperbody, perhaps a beard and unique corprus skin textures.

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Alright ... the original mesh 1 (armored body-spider) is mostly alright ... even though Heiarchy is not flattened ... technically it can work as a skeleton for a creature without requiring a Body mesh.

The Yargum mesh however has several problems ...

- For a start somehow the SkinInstances have been stripped from the original spider body ... the only "Skinned" mesh is the Upper human body.

- Now technically I could back add in the skin data from the original mesh ... BUT Yargum has also somehow managed to remove many of the original nodes that are required for the Skin ... the Thigh04 node for example.

- For a different approach ...I tried adding the lower parts from the original mesh and parts from you upper body mesh into the spider skeleton ... that works but leaves a significant "gap" between the lower and upper body ... looks like the upper body is floating of its own accord.

Sorry but it is beyond me :(

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That's sad to hear, but I really really appreciate that you tried to help. Oh well, I suppose I'll have to help in other ways; I'm looking forward to your converted yagrum.

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I don't know much about 3d modeling but isn't it easier to just load the old mesh into a program like 3D Max and work on that body since that one already has a working skeleton and a texture that you just have to tweek?

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