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Editing Skyrim TBBP mesh in 3DS Max 2012


neanderthrall

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Hi folks, I'm trying to solve a mystery and hoping you guys might know, (and hoping I'm in the right forum). I want to make some very minor edits to a couple of TBBP outfits to correct some minor clipping and getting mixed results.

Item A had some clipping in the _1 file, so I loaded it into Max with the vanilla skelly and nudged the verts out. Exported and standard nifskope fixes later, the operation was a success. Clipping is gone, it scales perfectly from 0 to 100. The _0 and _1 files are identical in every way except for the mesh size. No problem there.

Item B has minor clipping in the _0 file, so I followed the exact same procedure: nudged the verts a wee bit, exported and made the necessary nifskope tweaks. Only this time it doesn't scale. The clipping is gone but the mesh explodes between 0 and 100. The file size is the same but in this case the bsdismemberskininstance changed. Num Bones value is 7, it should be 8.

I'm far more experienced editing vanilla mesh, TBBP is new for me but it can't be all that different. My understanding is that I can use Max to make simple mesh edits without changing the skin or bsdismember data and have done so many times. Item A as an example.

I tried using the XPMS modders skelly .max file and had the same result. Could it be that there's something about editing the _0 file that is the problem? All I'm doing is changing the x,y,z co-ordinates of a few vertices. Not adding or removing mesh or skin data. I seem to recall making similar edits last year for both _0 and _1 files equally, or maybe I'm mis-remembering. Is there some trick to editing just the _0 file that I'm not aware of?

Thanks for your time.
 

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