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3ds Max - Need detailed instructions on how to boneweight a coat


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Posted

Hello everyone !

So, I'm trying to convert this Oblivion armor to a UNP body. Everything went fine until I exported the nif and tested it ingame.

The coat was, well, everywhere. I have tried repainting the weights several times, but no results were satisfying. I also did try to copy the weights from other coat meshes, but none are compatible with this mesh. So, can someone teach me in detail on how to boneweight a coat (e.g basic strategy, how to add skirt bones in 3ds max, how to test without loading ingame) ? Or, better, link me a similar already weighted coat so I can copy the bone weight settings and learn from it? The mesh coat I am talking about is this:

 

Help.jpg

 

Every suggestion is extremely welcomed. Thanks a lot, guys !

 

P/s: I know how to weight paint in 3ds max. I just don't know how to weight paint a coat correctly.

Posted

I would recommend Nightasy's YouTube tutorial videos for this - they are excellent, and very beginner-friendly!! :)

 

The problem is. I watched them all already :/

Posted

I would probably go with something like this.

 

 

t6m4q77t3fy07t57g.jpg

 

 

 

First i would skinwrap it to the body,

 

The top collar i marked in red i would make sure it is weighted to the spine 2.

I would do the same for the back (removing spine 1 and anything else) and asign spine 2 in their place.

 

The ones i marked in yellow i would either weight to the clavicle (left an right respectively)  or go with spine 2.

 

The ones at the front that go over the breasts (assuming they have breast weight) i would replace all the weights that fall under the breast to match their weighting.

So that when they jiggle the whole piece jiggles with it, (above would remain as the skinwrap did it).

 

The 2 i never marked i would probably just leave as skinwrap has them, but might also try weighting them to the pauldron bones if i didn't like how they looked.

 

 

To view animations in max just convert the .HKX you find in your animation folder to .KF with this http://www.nexusmods.com/skyrim/mods/17109/? then import the .KF to max.

(Assuming your on 2012 or lower of cause)

 

 

The other way would be to use HDT to rig them so the physics engine will move them, but that's a whole different kind of headache...

 

 


how to add skirt bones in 3ds max

What do you mean by this? are there no skirt bones on the skeleton you imported?... is there a toe bone?

You did import the skeleton first on its own right?

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