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[3DSMAX] Mesh invinsible ingame problem [I'm getting mad at this point]


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Posted

As the title says. My goal is to adjust the shape of some vanilla armors/clothes. I'm using max, and I'm getting really desperate. What the freaking hell is causing it? And did anyone managed to resolve the problem? I've spend days trying to figure out why the hell is that shit happening. It seems to be skin/weights related, because removing some bone weights from the upper torso sometimes makes the mesh appear. Is it a specific bone/s that is causing max to break something? We are talking about 1-1 import/export of an vanilla mesh/skin (currently I'm working on the vaultsuit). Comparing it to the vanilla nif, it's 100% identical to the vanilla nif, at least all the info nifskope can read. Could it be the partitions per bone that might be causing it? Because for fallout 4 we can't change it (it's grayed out on export), and fo4 uses more bones than previous games. And if that's the problem, then why some meshes do not have it(the body which uses the pretty much the same bones)?

 

I'm not going into details because I'm sure you guys are aware of the problem.

Posted

I've been importing meshes into skyrim via 3ds max/nifscope over the last few days and have struggled with this.  Difference is, I was getting invisible nifs of static objects.  It ended up being a texture issue, not mesh/bone, considering there are no bones in statics.  Sorry I can't offer specific help. 

Posted

have you tried converting BSDismemberSkinInstance to a NiSkinInstance? that's what i had to do for my skyrim mods.

Posted

most time if somethink its wrong with mesh Fo4 crash ,what about your texture ,materials do you use alpha ? if yes how its set ?

best wey if you upload your file here its eazy for me find issue when i can check thos files by my sealf :)

Posted

As I said, everything is set up like it should be. Usually max exports everything properly (material wise), and it's game ready immediately without having to additionally tweak things in NifSkope. But some meshes just have this problem.

I do have max 2012 and 2016. Both have the same issue, although 2012 is buggier. Sometimes it adds some weird symbols in the material path, but that is easily correctable and it's not the problem. Anyway, I am uploading my files. Also I think anyone can try and replicate this. Just import the vanilla mesh and export it, without changing anything, and test in game.

vaultsuit_problems.rar

Posted

As I said, everything is set up like it should be. Usually max exports everything properly (material wise), and it's game ready immediately without having to additionally tweak things in NifSkope. But some meshes just have this problem.

 

I do have max 2012 and 2016. Both have the same issue, although 2012 is buggier. Sometimes it adds some weird symbols in the material path, but that is easily correctable and it's not the problem. Anyway, I am uploading my files. Also I think anyone can try and replicate this. Just import the vanilla mesh and export it, without changing anything, and test in game.

 i import your invisible nif file in bodyslide >new project >your nif then i move -120 and fit to body with move arrows then copy bone you can save like this if you dont wanna use sliders and keep mesh like it is but if you wanna use sliders just need click sliders>conform selected 

 

i attach your invisible nif file now should work in FO4

femalevault111suit.nif

Posted

 

 
i import your invisible nif file in bodyslide >new project >your nif then i move -120 and fit to body with move arrows then copy bone you can save like this if you dont wanna use sliders and keep mesh like it is but if you wanna use sliders just need click sliders>conform selected 

 

i attach your invisible nif file now should work in FO4

 

 

You probably forgot to attach the file, because it's not showing. Can you please try again so I can check it out? Anyway....

I know OS doesn't have problems, but there are reasons why I don't want to use it. Fist of all, I want to keep the weights exactly as they are (in this case vanilla). Using OS to transfer bones results in not very good weights, because the threshold/method of skin wrapping is very loose and I can't even adjust it. So I need to avoid using it, unless I there is a detailed setting about adjusting the method.  What would be perfect is a vertex based wrap (vertex deformation) and a very low distance influence. Somewhere 0.01-0.002, because the mesh is the same*.

Which leads to the second thing.We all know about the precision loss, and how fucks up all kinds of detail on meshes and makes them jittery. Going through this process, it adds another export that makes the precision loss 2x times. Now, I can import an obj as an outfit, transfer the weights (again messing up the original weights that I WANT TO KEEP), but that fucks up dismemberment, which is important to me.

Another thing that could've worked, is importing (and thus updating) the mesh shape via the import from OBJ on the vanilla shape. But for some strange reason importing changes the vertex order and fucks it up. You can also try this by opening the vanilla mesh in Outfit Studio, export one of the shapes, and import it again. You will get a notification that the vertex count is the same, and if you want to update the shape (which is like the most logical and easy thing one can do). But that results in a clusterfuck because during IMPORT a vertex order change has occurred for some unknown reason.

Basically I am in a situation that I just can't win. Using outfit studio is a no go, because of the reasons above, and using Figment's plugins results in this issue that I still haven't been able to understand WHY is happening. The reason I opened this thread is mainly to find DAT reason, with help form the community, and hopefully find a solution. And perhaps trying to contact The Figment (which hasn't been seen since 2015), or someone else who can pick up from where he left of and try to fix the plugins.

Posted

have you tried converting BSDismemberSkinInstance to a NiSkinInstance? that's what i had to do for my skyrim mods.

 

I think Fallout 4 doesn't work with NiSkinInstance. But thinking about it the BSSkin::Instance might be the thing that creates the problem. It's basically the only thing that's left as a possibility, because the weights information in all vertex data block is there, and proper. My best and latest guess is that it is caused by some form limitation in the max exporter that has something to do with the pure number of bones within the skin (or maybe a problem with a specific bone/s?). Here is a screenshot of the bizarre example of the thing working properly when I had removed all weights from the upper part of the mesh and assigning the vertices to only one bone. (the chest one as far as I remember)

 

2016_04_05_00_32_19_96.jpg

 

This behavior reminds of an activated dismembered part, only all parts are dismembered and invisible. But that doesn't explain why the mesh is casting shadows as if it's there (and it is there, just not rendering)...

Posted

True weight its not perfect in OS but i use for now maybe later will be new plugin for 3dsmax ,did you try use Maya for weight ? some ppl use it i never try maya so cant tell much about it 

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