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Pose and transform bodies on static objects? (Statues)


kadsend

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Posted

So long story short, I'm working on a particular mod that adds marble nude human statues (greek style). at first I thought I could work on the basemalebody\basefemalebody and move parts of the mesh on a desired pose but seeing that it just deforms the pieces, it just doesn't work, so, now after procrastinating on making pedestals, I need to know a way on how to do it... I have 3dsmax with the havok tools installed, zbrush, nifskope, the creation kit and fo4edit... So please, could someone help on a efficient way on how to do it?

 

Thanks :D

Posted

You need the skeleton rig in order to pose is "properly" in 3ds.  To do that, you can straight import the NIF and work with the skeleton itself (transform tools to move/rotate along XYZ).  You could also export from Outfit Studio the base male/female body (or outfit) along with skeleton as FBX, as it includes the skeleton also.

 

An additional step would be needed to fix the FBX skeleton though.  There is a maya script about that can do that called "fbx bonefix".

Posted
3 minutes ago, AWP3RATOR said:

You need the skeleton rig in order to pose is "properly" in 3ds.  To do that, you can straight import the NIF and work with the skeleton itself (transform tools to move/rotate along XYZ).  You could also export from Outfit Studio the base male/female body (or outfit) along with skeleton as FBX, as it includes the skeleton also.

 

An additional step would be needed to fix the FBX skeleton though.  There is a maya script about that can do that called "fbx bonefix".

Thanks for answering, but where do i select only the skeleton? I can't seem to find it...

Capture2.JPG

Posted
14 hours ago, AWP3RATOR said:

Assuming you imported the skeleton.... (it's an optional component of the NIF import tools) You see it in the scene explorer.  

 

image.png.5cb7a9656b768ccedc12c5b7a796c47c.png

Yup, Imported the skeleton but don't you know a more optimal way of moving the bones? I mean, thanks for your help but that's way unintuitive to work with the bones, I mean, isn't there a CAT similar rig, or more of a visual cue? 

Posted

Sure, there are animation rigs a plenty here on LL and on the web.  Check out Leito's rig here on LL for starters.  If I'm doing quick static things like this, I tend to feel like that is overkill - but to each their own ;) 

Posted
On 11/21/2018 at 11:22 PM, AWP3RATOR said:

Sure, there are animation rigs a plenty here on LL and on the web.  Check out Leito's rig here on LL for starters.  If I'm doing quick static things like this, I tend to feel like that is overkill - but to each their own ;) 

I finally managed to work with the bones, but why my scene explorer is not sorted as yours? Did you do it manually? Or am I importing it wrongly?

 

1285242957_capture1.thumb.JPG.ece913ca7cd116221fa5f288ed3aa9f6.JPG

 

 

I feel like I'm oversighting something, so please, can you cope with me?

 

Thanks! :D 

Posted

We are using different year versions of 3ds.... but I had the same results with 2013 and 2016 - you're on 2015.  We can reasonably assume that what you're seeing is a product of how the file was imported and/or your import plugin (I think).

 

I'm using NIF Utilities 3.8.0 along with the Bethesda GS Fallout 4 Exported (not just export tools) but that apparently only works with 3ds Max 2013 (out of the box).

Posted
On 11/23/2018 at 3:34 AM, AWP3RATOR said:

We are using different year versions of 3ds.... but I had the same results with 2013 and 2016 - you're on 2015.  We can reasonably assume that what you're seeing is a product of how the file was imported and/or your import plugin (I think).

 

I'm using NIF Utilities 3.8.0 along with the Bethesda GS Fallout 4 Exported (not just export tools) but that apparently only works with 3ds Max 2013 (out of the box).

Okay, now I downloaded the same version as yours of 3dsmax, downgraded my niftools to the same version and imported the CBBE mesh instead of the evb one i have been using...Everything is out of the box....Just I can't get to install the bgs fallout 4 exported on 3dsmax 2016...

Well...I do think that my software is buggy or you have changed your mesh to have that neat bone organization. Now, I'm very confused on why it's not working out >_<

 

Maybe I'm importing wrongly, so I'm sending a screenshot on the checkbox too ;-;

 

Thanks!

3.JPG

2.JPG

Posted

@kadsendYou're completely... not wrong.  My apologies.  This was not NIF format, but instead FBX, after a script had been run on it in Maya.  I did that so long ago, I had completely forgotten about it.

 

Here is the bonefix script (medifire link).  This is necessary if exporting from OS in FBX format, which includes skeleton.  When importing the FBX to Maya or 3ds 2016, the bones are all over the place - this script fixes that, but also creates that neat little hierarchy as well.  

 

The steps I took to get to the screen shot above:

 

1. Export from Outfit Studio as FBX

2. Open Maya, import the exported FBX and run the BoneFix script

3. Export from Maya as FBX saving over the first FBX

4. Open 3ds 2016 and import the now fixed FBX

 

From there you can do whatever you need to do with bone placement, etc. and export in the format of your choice.  I found that, at least for me, 3ds Max 2016 crashed quiet often when working with NIFs and so found this alternative workflow, which does more steps, but is much more stable.

Posted

@AWP3RATORThanks! It finally worked out now! The mesh bugs a bit but then I'll just export it as obj and smooth it on Zbrush or outfit studio itself... If my really annoyed, I'll just get the leito rig to work it out...Thank you for your help! :D

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