cold steel Posted February 9, 2013 Posted February 9, 2013 Hello everyone, I hope someone will help me to understand my problem. I have saved the scene in 3d max a month ago with my version of the body. Today I tried to import the body and it somehow breaks. Here is two screenshots : with my scene and with imported mesh. Does this mean that the skeleton, which I now use in the game is different from the one stored in the scene? If yes, why the model in the game looks quite normal? Most importantly: how can I export my old skeleton from 3d max to .nif file? P.S. sorry for my bad english and stupid questions but it's the only way I can get around the lack of freeze vertices function in the mesh.
uk33 Posted February 10, 2013 Posted February 10, 2013 3ds has a habit of breaking meshes when you export it as a .nif Check out Nightasy's tutorials on exporting nifs from 3ds http://nightasy.com/skyrim_videos_public.php
ZaZ Posted February 10, 2013 Posted February 10, 2013 Hello everyone, I hope someone will help me to understand my problem. I have saved the scene in 3d max a month ago with my version of the body. Today I tried to import the body and it somehow breaks. Here is two screenshots : with my scene and with imported mesh. skeleton1.jpg skeleton2.jpg Does this mean that the skeleton, which I now use in the game is different from the one stored in the scene? If yes, why the model in the game looks quite normal? Most importantly: how can I export my old skeleton from 3d max to .nif file? P.S. sorry for my bad english and stupid questions but it's the only way I can get around the lack of freeze vertices function in the mesh. Try importing a Head or Hand Mesh with a skeleton and then Import the Body without a skeleton , I Seem to Have this Problem Only With XP32 Skeleton , But It Will Work None the Less Cheers
cold steel Posted February 10, 2013 Author Posted February 10, 2013 Guys, you don't understand my problem))) I must import mesh only with skeleton because I need the model to be bonded to the skeleton, as in my old scene. If I could remember where I downloaded that old skeleton, I do not think I would have problems with imports. Old skeleton looks like XPMS, but only without the wings and tail, and with a specific location on the breast bone. I tried to remember where I downloaded this type of skeleton but I can not find it, maybe someone knows how can I export the skeleton from 3d max to .nif format?
ZaZ Posted February 10, 2013 Posted February 10, 2013 Guys, you don't understand my problem))) I must import mesh only with skeleton because I need the model to be bonded to the skeleton, as in my old scene. If I could remember where I downloaded that old skeleton, I do not think I would have problems with imports. Old skeleton looks like XPMS, but only without the wings and tail, and with a specific location on the breast bone. I tried to remember where I downloaded this type of skeleton but I can not find it, maybe someone knows how can I export the skeleton from 3d max to .nif format? If your Mesh Is Skinned It Should Bond Regard less , when your Importing Make sure the Skin Modifier is Ticked . Cheers
cold steel Posted February 10, 2013 Author Posted February 10, 2013 Of course skin modifier is ticked, I have no problem with the mesh, I have problems with skeleton.
lostdaywalker Posted February 10, 2013 Posted February 10, 2013 Start a new screen and import just the skeleton you want to use. Then import the body without the skeleton box checked. Then you are good to go. I never use the skeleton check box because of that reason.
cold steel Posted February 11, 2013 Author Posted February 11, 2013 Start a new screen and import just the skeleton you want to use. Then import the body without the skeleton box checked. Then you are good to go. I never use the skeleton check box because of that reason. Thank you very much, that is working)
cold steel Posted February 13, 2013 Author Posted February 13, 2013 Guys, now I have another problem with skeleton importing((( I started using XPMS skeleton and created TBBP body with bodyslide of stuffed bunny. Everything works fine, but I want to change this body in 3DS max and when I import it with XPMS skeleton then I get size mismatch : I want to change this body and don't lost breast and butt weight painting to see animations in game. Someone can tell me how to do this?
lostdaywalker Posted February 13, 2013 Posted February 13, 2013 Guys, now I have another problem with skeleton importing((( I started using XPMS skeleton and created TBBP body with bodyslide of stuffed bunny. Everything works fine, but I want to change this body in 3DS max and when I import it with XPMS skeleton then I get size mismatch : htf.jpg I want to change this body and don't lost breast and butt weight painting to see animations in game. Someone can tell me how to do this? I think I know what you mean but I 'm not sure. First you import the skeleton, then you import the body. Does it line up then or does it move slightly when you select it. If it moves when you select it to a new position that is an easy fix. As soon as you import the body hit export and export selected and save it to a new file, then hit delete. Now re-import your new body file and will stay in its new position. If its in the wrong position when you first import it then you will have to move and re-size it to match as close as possible then do the above. The two skeletons are in different positions in relation to its 0,0,0, grid. Is that you problem?
cold steel Posted February 14, 2013 Author Posted February 14, 2013 The problem is that this is not just an offset. Here are screenshots of the model after it is imported (it is automatically adapted to the skeleton) : As you can see there is a problem with right hand and when I am starting to use editable mesh mode then the body is no longer bound to the skeleton and it is converted to its normal size : Normal body size in editable mode is too big for this skeleton for some reason but if I just create it in bodislide then in the game everything work fine. I'm ready to stop using this stupid XPMS skeleton, I only want to change the body without losing animation.
lostdaywalker Posted February 14, 2013 Posted February 14, 2013 The problem is that this is not just an offset. Here are screenshots of the model after it is imported (it is automatically adapted to the skeleton) : As you can see there is a problem with right hand and when I am starting to use editable mesh mode then the body is no longer bound to the skeleton and it is converted to its normal size : Normal body size in editable mode is too big for this skeleton for some reason but if I just create it in bodislide then in the game everything work fine. I'm ready to stop using this stupid XPMS skeleton, I only want to change the body without losing animation. I can see that the body grows when you go to into editable mesh. That's why as soon as you import it you must export it, delete it and then re import it. as for the gaps between the hands, feet and body when you first import it, I'm not sure why. Are they the correct hands and feet? What body are you using? I'll take a look
cold steel Posted February 14, 2013 Author Posted February 14, 2013 I am using this body which I created in bodyslide (CB++ TBBP) : femalebody_1.rar It works fine in the game but when I import it in 3ds max with XPMS skeleton you already know what's going on.
cold steel Posted February 14, 2013 Author Posted February 14, 2013 CBBE, I guess. I'm sorry, I do not know for sure, but if they need to be replaced, I am always ready.
lostdaywalker Posted February 14, 2013 Posted February 14, 2013 CBBE, I guess. I'm sorry, I do not know for sure, but if they need to be replaced, I am always ready. let me check and see
cold steel Posted February 14, 2013 Author Posted February 14, 2013 character assets.rar ---- all in one.
lostdaywalker Posted February 14, 2013 Posted February 14, 2013 Here you go. Wrong handsand feet. You have to you use _1 hands and feet not _0 for that kind off girl. big girl.7z
cold steel Posted February 14, 2013 Author Posted February 14, 2013 Thanks))) But can you tell me where can I get them?They are created when you create a body in bodyslide and stored somewhere?
lostdaywalker Posted February 14, 2013 Posted February 14, 2013 Where ever you got the original body from. _0 is the low weight, and _1 is the high weight. The ones I attached are CBBE.
cold steel Posted February 14, 2013 Author Posted February 14, 2013 Where ever you got the original body from. _0 is the low weight, and _1 is the high weight. The ones I attached are CBBE. Big Girl.jpg CBBE then, thanks you, will try it a bit later.
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