Serifaz Posted April 10, 2016 Posted April 10, 2016 Hello Im kinda new to posting on these forums. I am currently working on an armor mod. the armor has chains attached to it, I rigged the chains and now want to apply physics. I looked at tons of tutorials on youtube and still can't get my physics to work in 3ds max with havok. I use the hdt autopilot tool v1.0 and 3ds max 2012. I can see the rag doll working but I can't seem to get my mesh to move with it. could anyone possibly pm me or post a solution to this. I am really lost, don't know what Im doing wrong. also if possible please add me on skype. skype=serifas69
Guest bushido24 Posted April 10, 2016 Posted April 10, 2016 You have to create skins in Havok Content Tools under animation tab and sort it under skeleton(s).
Serifaz Posted April 10, 2016 Author Posted April 10, 2016 could you possibly add me on skype so you can guide me on what to do? I think I did what your saying but Im sure I did something wrong.
Guest bushido24 Posted April 10, 2016 Posted April 10, 2016 Sorry, I don't use Skype.It would be helpful if you could post some screenshot(s) of your HCT's configuration?
Serifaz Posted April 10, 2016 Author Posted April 10, 2016 I will make a video and post it so you can get an idea of what Im doing. should be more effective
Serifaz Posted April 10, 2016 Author Posted April 10, 2016 it doesn't show the config preview until near the end. cus my obs is retarded
Guest bushido24 Posted April 11, 2016 Posted April 11, 2016 That's strange, I think you did well on the HCT's configuration.Hmm, could you attach your max file too?Btw I use the older version, 2011. Make sure that you save to 2011 max file, just in case.
Serifaz Posted April 11, 2016 Author Posted April 11, 2016 here you go sorry had to re upload haha thanks again. do you think I may need 2011 3ds?
Guest bushido24 Posted April 11, 2016 Posted April 11, 2016 Ok, I found solutions for your problems.First of all, you have to combine the chain meshes into one mesh. Easiest method is convert one of the chain meshes into an editable poly (let's say chain_link_back_1) than under edit geometry tab, click attach and select all the rest of the chain meshes. Afterward, add a skin modifier to the chain mesh. Finally, add the bones ( Chain_Left_Back1 until Back18) and start the rigging process. So basically, your rigged mesh is messed up. Sorry for my English, lol.
Serifaz Posted April 11, 2016 Author Posted April 11, 2016 your english was perfect understood everything. let me try that
Serifaz Posted April 11, 2016 Author Posted April 11, 2016 so I just realized that you are saying to turn the chain meshes into one mesh. is there a way around this. because I need them to be seperate to move like a chain?
Guest bushido24 Posted April 11, 2016 Posted April 11, 2016 With one mesh, it can still move like a chain. It depends on how you rig it.
Serifaz Posted April 11, 2016 Author Posted April 11, 2016 so physics can only be applied to one object at a time. could I rig each link with physics and then link the physics togeather with another physics chain? because I have no idea how to rig a chain that is one mesh
Serifaz Posted April 11, 2016 Author Posted April 11, 2016 also I think my problem is the bones are not moving. just the capsules so I don't know how I can rig to the ragdoll
Guest bushido24 Posted April 12, 2016 Posted April 12, 2016 You don't need the bones, you only need the nub bones (yellow ones) for nif export and capsules for xml export. (and the skeleton of course) For rigging the chain, just select all vertices and give the weight start from small value. After that deselect some vertices from top and increase the value.Repeat those steps for each bone (1 to 18) until all vertices aren't selected. I hope this will help.
Guest bushido24 Posted April 12, 2016 Posted April 12, 2016 You could delete the bones after you created the physics constraints.
Serifaz Posted April 12, 2016 Author Posted April 12, 2016 are the nub bones what I should skin to? if so that may be my problem I have been trying to skin to the capsuls because they move
Serifaz Posted April 12, 2016 Author Posted April 12, 2016 sorry still confused. if the nub bones are not moving that I generated with autopilot. then how to I preview the physics when rigging to the bones I guess my question is how do I make the nub bones move?
Serifaz Posted April 12, 2016 Author Posted April 12, 2016 sorry to bug you again. but if I send you the model with the ragdoll can you make a spline in the scene I have, attached to the ragdoll? I feel like Im getting nowhere with this.
Guest bushido24 Posted April 12, 2016 Posted April 12, 2016 Sorry, I think I made mistake for my previous post. You only need to skin the mesh, not the bones or capsules. Enable skin modifier on the mesh than just add the nub bones. Watch this tutorial from Canderes,
Serifaz Posted April 13, 2016 Author Posted April 13, 2016 I still can't get it to work. I am really confused. I can't seem to get it to move at all. could I possibly send you the rigged file and you could add the ragdoll?
Serifaz Posted April 13, 2016 Author Posted April 13, 2016 never mind. I just figured out that I can't parent objects, because it doesn't hold the parent in nifskope and just throws the objects everywhere. do you happen to know how to make a rig for a chain link so it would move like a chain? Edit I figured it out with the parents not acting correctly it was how I was exporting. But still cant see the physics take effect in the preview window. is it possible my computer just cant generate the preview and it will work in skyrim regardless?
Serifaz Posted April 14, 2016 Author Posted April 14, 2016 Woot. I got it working... I will post a video of it soon
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