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Exported Body from 3DsMAX looks like a Monster!


iBot27

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I recently have been trying to create my own body. I loaded up a body into 3DsMAX then exported it as .obj so I can morph it in Mudbox. Then I re-saved it as an .obj to import back into 3DsMAX. 

 

I attach the body to XPMSE skeleton, add a Skin modifier and add all the correct bones, then add a BSDismemberSkin Modifier and export. My body shows in-game but it looks like a damn mess.

 

 

DILM3rN.jpg

 

 

Anyone able to maybe assist me with something I may have done wrong.

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Here are 3 files, my .max file, the original untouched exported .nif from said .max file, and the fixed BSLightingProperty .nif. The untouched exported .nif has a NiMaterialproperty which I deleted and added a working BSLightingProperty from original S7BO femalebody_1.nif.

 

Let me know what you find that I am doing wrong. Also when I try to open my exported .obj from 3DsMAX into Mudbox I get a warning, "High-valence vertex". Could this have an effect when I import it back into 3DsMAX?

 

Any more information will be greatly appreciated. 

 

Side-note, currently I am just testing how to get a properly made body into game and in full working condition. The changes I made to the body are minimal, not exactly what I'm shooting for. I just want to learn the process before I really try and change the shape to my liking.

S7BOReformFixed.nif

S7BOReformOriginal.nif

S7BO-Reform MAX File.7z

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The weights on all the meshes you just linked are are 1 bone per vertex. There is no blending of weights happening.

 

You should add the skin wrap modifier to pull the weights off of the original mesh.

That did it. I added a SkinWrap Modifier from original mesh and everything is in working order now. Thanks for that Vioxsis.

 

I'm really curious now, how could you tell what was wrong. I'd love to be able to troubleshoot these problems myself. I just need to learn more. Also, why is it that the weights were only 1 bone per vertex? I mean I have an idea as I literally did no weight painting. My reason for not doing any weight painting was because when I added the Skin Modifier and then added all the bones, When I checked the bones they all had weight painting so i assumed everything would work out fine. Apparently not.

 

I'm guessing the only way the mesh I made would have worked the way I was trying was if I painted on the weights myself? Would that have fixed the 1 bone per vertex?

 

Thanks again for the fix and reply Vioxsis.

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I'm really curious now, how could you tell what was wrong. I'd love to be able to troubleshoot these problems myself. I just need to learn more.

Experience i guess, the more you do/try things the more you will understand how each part works.

Just stick with it, because it always fun when you figure out what you did wrong and fix it.    

 

Also, why is it that the weights were only 1 bone per vertex? I mean I have an idea as I literally did no weight painting. My reason for not doing any weight painting was because when I added the Skin Modifier and then added all the bones, When I checked the bones they all had weight painting so i assumed everything would work out fine. Apparently not.

 

When you add the skin modifier and then click Add, and select bones from the list, Max adds them to the mesh in a linear fashion. "adds a bone > assign weights to vertex based on bones location > adds next bone > > > >" And since it assigns 100% of the weight to the selected bone if another is in the same area it is out of luck.

 

I'm guessing the only way the mesh I made would have worked the way I was trying was if I painted on the weights myself? Would that have fixed the 1 bone per vertex?

 

Thanks again for the fix and reply Vioxsis.

It would have taken you hours of weight painting to fix/blend all the weights by hand.

When possible use skin wrap, but keep in mind its not perfect so you may still need to fix some weights by hand.

But it will take you less time to fix up the weights then if you had not used skin wrap.

 

Also one thing to keep in mind is that for skyrim you can only have 4 weights/bones affect 1 vertex.

If more then 4 do, it will causes some odd visual glitches.

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