weirdo Posted December 24, 2015 Posted December 24, 2015 Hey all, I'm working on this mega-pelvis body: Open holes and ultra wide large pelvis for mega asses and holes that could actually fit a head. Also working on a mega belly version in case some coder starts a vore mod and needs art. Now I want to rig these to the fallout 4 skeleton to test if the topology is good enough for animation without pinching. For all beth games I could find the workflow from 3ds max to game. There is usually some copy pasting in an explicit order involved. For fallout 4 I can't find it anywhere. I have max, I have nifskope 2. I think I need a new nif plugin for max. -Do I even need a new max plugin? if so where can I find it? -Can anyone point to a tutorial or explain the steps from max to game?
Fitness Bunny Posted December 24, 2015 Posted December 24, 2015 Nice ass model. Sorry, I hold zero knowledge about converting from max... Let's keep the thread alive, someone might jump on the wagon and give you a hand. Did you model everything by yourself?
bc733 Posted December 25, 2015 Posted December 25, 2015 Yes you need a plugin to write the FO4 nif format. I think it's in the works, but not yet available.
Guest Posted December 25, 2015 Posted December 25, 2015 You can tray to export from new bodyoutfit studio i menig to export 7b mesh
Akzyra Posted December 25, 2015 Posted December 25, 2015 One of the things to track besided NifSkope: https://github.com/figment/max_nif_plugin/releases
Jarka Ruus Posted December 25, 2015 Posted December 25, 2015 One of the things to track besided NifSkope: https://github.com/figment/max_nif_plugin/releases Is an update for the blender nif plugin even in the works? Haven't read anything about it.
BringtheNoise Posted December 25, 2015 Posted December 25, 2015 I'll be damned the 64bit 2012 update 3.8.0v3 works with FO4 nifs... That makes things even more interesting. I wonder if the hkx to kf tool from skyrim works? That could make loading animations into Max easier (but it will probably be a real pain to go in and rename the bones from Skyrim animations over to FO4 bones... then export as kf then convert back to a hkx.... but now I'm just dreaming right. Tis a nice thing to find on a christmas morning...
MorganRiggs Posted December 25, 2015 Posted December 25, 2015 I have managed to load fallout 4 models in to nifskope and then export them into Maya and Blender, not sure if this is what you are looking for, but I can help you out with this.
Guest Posted December 25, 2015 Posted December 25, 2015 ty i wil tray and let u know how it is working i am olready working on male body witout it it is working only to make slongs to atach on proper bons of cours it wudnt be posible witouth animasions like skyrim hawe TO HAWE SHLONG GO UP AN DOWN ONLY STATIC SHLONG LIKE OBLIVION IN BIGINING
Guest Posted December 25, 2015 Posted December 25, 2015 WORK E ] EXELENT WITH SMAL BUGS WORK FIN WITHOUTH EDITING 3DS 2014 NOW WE MAK THIGS
Guest Posted December 25, 2015 Posted December 25, 2015 I finally understand Why people have such an attitude towards the fucking Nexus COMMUNITY There are too many anuses ASSHOLS TO BE PECISON
Guest Posted December 25, 2015 Posted December 25, 2015 HAPPY NEW YEAR to all people of good heart and pure soul HAPPY MODDING
gooboo Posted December 25, 2015 Posted December 25, 2015 I have managed to load fallout 4 models in to nifskope and then export them into Maya and Blender, not sure if this is what you are looking for, but I can help you out with this. How did you manage to export them into Blender? Can you export them back into Nifskope yet?
weirdo Posted December 25, 2015 Author Posted December 25, 2015 Cheers folks. looks like it's a bit early days still and we have to workaround via bououtfot studio. Also looks like i'll have to remake this based on the just released cbbe. Texture compatibility 'n all that.
NokoKoko Posted December 25, 2015 Posted December 25, 2015 WORK EScreenShot8.png EXELENT WITH SMAL BUGS WORK FIN WITHOUTH EDITING 3DS 2014 NOW WE MAK THIGS What are your settings for import/export? The export is slightly messed up for me here (the position on the mesh is not the same under the grid as a vanilla nif) and NifSkope throws "An MD5 hash comparison indicates this file will not be 100% identical upon saving. This could indicate underlying issues with the data in this file." I've also selected the skeleton on export. MAX 2012 64bit user here.
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