BadDogSkyrim / PyNifly

Export/Import tools between Blender and the Nif format, using Bodyslide/Outfit Studio's Nifly layer. Supports Skyrim LE, Skyrim SE, Fallout 4, Fallout New Vegas, Fallout 76, and Fallout 3.
GNU General Public License v3.0
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Fallout 4 TRI files importing anomalies #189

Closed ClarkWasHere closed 9 months ago

ClarkWasHere commented 9 months ago

I wanted to import some models for posing but I believe I have ran into some weird issues regarding importing TRI files as shapekeys for Fallout 4 assets.

Namely, I noticed the JawOpen shapekey wasn't being imported into blender correctly.

Here's the jaw with the assets that come with the mod 1Morphs that come with the JAVELIN mod Here's what it looks like when the assets were imported into blender, and the JawOpen morph being active. The jaw should be opening up like in the first picture 2in blender with jaw shapekey active Here's the tri exported from blender being used in the game. It's hard to tell, but using Screen Archer Menu to manipulate face morphs, I can see that the same morph that was used in blender is being used here to move the mouth shape. 3Imported nif and tri with defaults, exported with defaults

It's worth noting that this mod uses the same head mesh for males and females, with the same vertex count, just with modifications for the male mesh to have a more masculine facial structure. I also tried importing the female head into blender, and importing the tri file onto that one, and it also produced incorrect results

There were also other problems with me importing the vanilla head mesh. I was trying to make sure I wasn't doing something wrong, I decided to test the vanilla male head assets to see if I could reproduced the behavior there, but unfortunately I ran into a different issue: The tri wouldn't apply onto the base mesh as shapekeys. Not sure what's going on there, it may have something to do with the issues I've seen so far, so I've decided to include it. Same steps involved as above, except you'd replace AnubisHeadMale.nif for the vanilla BaseMaleHead.nif, and AnubisHead.tri for BaseMaleHead.tri

I've included the steps to reproduce in the readme file inside the zip. as well as the assets used for testing, the resulting export of those assets, and some supplemental information.

Bug report assets.zip

BadDogSkyrim commented 9 months ago

Q1 is really about the mod, not pyNifly. I'm not sure where you got the assets from -- the JAVELIN mod or Furry Fallout -- but AnubisHead.tri doesn't actually go with the Anubis head. If you import it on its own you'll see that it's a helmet of some sort.

In Furry Fallout if you import Meshes\FFO\Anubis\AnubisHeadMale.nif and then Meshes\FFO\Anubis\AnubisHeadMale.tri you'll find that the tris are correct.

Q2 is a bug in the base game. The male head has a few extra verts that aren't in the tri file. This would crash Skyrim but apparently not FO4--I have no idea how the game handles them. I could do something like ignore the extra verts or something, but since the head mesh is recoverable from the tri files I haven't bothered.

ClarkWasHere commented 9 months ago

RE:Q1 It's just weird how the AnubisHead.tri from the mod works as the facial morphs in the game, and the male anubis race is set to use that file, but then an import into blender breaks it.The assets were from https://www.nexusmods.com/fallout4/mods/54277 in the BA2 it provides.

RE:Q2 Thanks for clearing that up! I thought I checked the stats for the imported vanilla tri file in blender to see if the vert count was different between the nif and the tri but I might have been mistaken then when I thought they had the same count.

There seems to be no real issue on pynifly side. i'll close it. My bad!