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Using an exported racemenu preset as head mesh


oopaibiru

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Posted

I'm trying to recreate a character which used a custom head mesh I edited in 3dsmax which I can't find it anymore on my PC. I still have the preset as a .nif however but if I try to import the preset using an unmodified head mesh, the head gets all messed up or the doesn't load at all.

 

Is it technically possible to use an exported a RM preset as head mesh? The preset nifs have different file structure and you'd need to remove the additional parts hair, brows etc. but would it be possible?

 

 

 

 

  • 1 month later...
Posted

Holy fk ive been looking for this because the RaceMenu exported head doesnt seem to work with Blender Nif import (sorry if its irrelevant) because you know im trying to do some SFM animations ( ͡° ͜ʖ ͡°), but damn it'd be perfect cuz she cute

 

well i can say yes btw..

 

Posted
On 4/18/2019 at 12:33 PM, oopaibiru said:

I'm trying to recreate a character which used a custom head mesh I edited in 3dsmax which I can't find it anymore on my PC. I still have the preset as a .nif however but if I try to import the preset using an unmodified head mesh, the head gets all messed up or the doesn't load at all.

 

Is it technically possible to use an exported a RM preset as head mesh? The preset nifs have different file structure and you'd need to remove the additional parts hair, brows etc. but would it be possible?

 

 

 

 

i just did it myself but the process takes 5-10mins. but i just cant share the procedure this time as im sleepy

Posted
On 4/18/2019 at 9:33 PM, oopaibiru said:

the head gets all messed up or the doesn't load at all.

 

original head have x vertices

exported head from blender have y vertices

 

tri file is for head with x vertices, that won't work with head that have y vertice

 

export head mesh as x.obj

import that in blender

check number of vertice, that should be good now

after exporting, if .nif don't have same number of vertice, export as .obj

  • 1 month later...
Posted
On 7/5/2019 at 8:42 AM, pootishamdug said:

Did you ever get around to writing down the process? Sorry, don't want to annoy you with this but I'd really like to know how you did it.

and why do you bother with someone that say "i know how to do it but i don't have the time to tell how to do it"?

bet that was just talk

 

and you have the process above

you can't import edited head because it don't have the same number of vertices as original

you can't do anything about that, beside checking the number of vertices of your mess

 

if that don't match original, you have fail to import that right, your stuff is useless, redo it, after importing it right (and checking you didn't fail before doing anything)

if that match original, export that right this time

 

blender nif import/export also suck, but with .obj the number of vertices stay the same as original, so try that if whatever thing you use with 3dmax also suck

Posted

bullshit, if the game can load it on a npc, there are tri files for that head mesh

or there aren't and it can't talk, so it's useless, and why bother with it?

Posted
On 7/7/2019 at 7:57 AM, yatol said:

bullshit, if the game can load it on a npc, there are tri files for that head mesh

or there aren't and it can't talk, so it's useless, and why bother with it?

really..

 

Posted
2 hours ago, HanyK said:

 

and im sorry im just very busy with stuffs..

 

but you aren't busy enought to not answear you don't answear because you are too busy

 

how to do that stuff right is above anyway, it's up to them to do it, or not (nobody will do it for him, even more if they have no idea what head he is talking about)

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