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Porting Skyrim Meshes to Oblivion


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Alright, seems like people want a good guide on how to port stuff over with screenies so I'll do my best here.

 

Guide:

 

 

(To those who use blender, I'm using 3ds max for this. I'm sure the same concept applies though. Like skin wrap exists in blender, just has a different name. So don't feel like you can't take advantage of this as well ;p)

 

 

First and for most before anything else you want to have several things. You want the skeleton from here:

 

oblivion skeleton pose

 

You want to to have some kind of oblivion body on hand, along with an oblivion skeleton.

 

For this example I'm using the BBB DMRA body from here:

 

BBB DMRA

 

You want this skeleton as well for later:

 

Coronerras Oblivion Skeleton

 

Then start off and make a new scene:

 

The first thing you want to do is import the oblivion skeleton in the skyrim pose. For me this skeleton doesn't show up, but it still works.

 

Then import a body (so DMRA for me), and it should look like this:

 

 

1.png

 

 

 

It'll look kind of odd, but again don't worry about it. Then next you want to import the armor you plan to convert. For this example I'm using the ADEC steel armor (since the ADEC body is near DMRA).

 

 

 

2.png

 

 

 

Now as you can see all we have here is the oblivion body, and the skyrim armor. Make sure when you import the skyrim armor to not import the skeleton with it. I also took the liberty of deleting out the ADEC body.

 

 

 

3.png

 

 

 

Now what I do at this point is what I do for anything I work on (my preference). I convert all the skyrim armor to editable poly.

 

 

 

 

4.png

 

 

 

 

Then I use the "skin wrap" modifier on the skyrim armor:

 

 

 

 

5.png

 

 

 

The perimeters I use for skin wrap is face deformation, and I tick weight all points. Then just hit the "add" key and click on the body part that the armor is on. So for this example I used the steel chest plate, and I added the "upperbody".

 

Then you want to click below weight all points, click convert to skin.

 

 

 

 

6.png

 

 

 

This is the part that alot of people seem to have trouble with, which is deleting the skin wrap. So just right click, and delete the skin wrap, leaving only the skin.

 

 

 

7.png

 

 

 

Out of habit I always just add the bsdismemberingskin modifier. Make sure that its at the top, and if not click on it and drag it to the top. So what you see in the screeny below is the armor being ready for export.

 

 

 

8.png

 

 

 

Obvious what you saw above you want to do for all parts of the armor you are converting over. Make sure when you export you change weld to 0.0000 in the export perimeters. You obviously are exporting as oblivion format, not skyrim.

 

Next step is to make a new scene.

 

You want to then import the Coronerras skeleton, oblivion body type your using (DMRA for the example).

 

 

 

9.png

 

 

 

Now the fun trick begins. Re-import the skyrim armor you just exported, and magically you'll see it line up ;p

 

It won't look perfect, but you can obviously tweak it accordingly afterwards.

 

 

 

10.png

 

 

 

Typically when I do tweak stuff, I again convert to editable poly. If i plan to manipulate a mesh at all what so ever, I will hit vert select, and select all verts. Then I will weld.

 

 

 

11.png

 

 

 

Make sure you see all the verts lit up red, and hit the check button. That typically prevents any odd stretching, and keeps the mesh intact.

 

 

 

 

12.png

 

 

 

Only really ways I play with meshes at this point is with polygon selection, with soft selection set to between 1-10.

 

You can basically repeat the process above used to export. Meaning convert to poly, skin wrap, dismembering modifier.

 

I would suggest doing the order of convert to poly > select all verts > weld > add tex > cut/rip/move/whatever manipulation > skin wrap > delete skin wrap > dismembering > export.

 

To see shots of what I converted in game with basically the same steps, look at the screenies below. If you want more tips let me know.

 

 

 

Skyrim armor in Oblivion:

 

 

 

 

Oblivion2012-07-1002-28-42-18.png

 

 

 

 

Oblivion2012-07-1002-28-31-64.png

 

 

 

 

Oblivion2012-07-1002-28-37-15.png

 

 

 

 

Oblivion2012-07-1002-28-49-01.png

 

 

 

 

 

Oblivion2012-07-1004-59-35-31.png

 

 

 

 

Oblivion2012-07-1004-59-21-60-1.png

 

 

 

 

Oblivion2012-07-1005-00-03-46.png

 

 

 

 

Oblivion2012-07-1005-00-30-00.png

 

 

 

 

Oblivion2012-07-1005-00-40-66.png

 

 

 

Notes:

 

I do plan to start uploading the armors as I finish them, though again right now they are DMRA since its what I currently use. Anyone else is welcome to upload up as well.

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  • 2 weeks later...

Heyo again,

 

Well no one has posted here at all since I made this thread. Though, I've seen interest around. Again I'm sure everyone has there own body preferences, and I understand that. Keep in mind that porting to a diff body is probably alot easier, since there's no body slider lol.

 

That being said, I'm currently "using" DMRA, so only makes sense that I mod to it.

 

So next I tried to do the elven armor, again a MAK/ADEC style varation of it. It came out beautifully, except I had some issues getting the lower body to work. I haven't looked into the reason, but it probably just need to be reskinned.

 

The gauntlets were extremely hard, and I was unable to get it properly positioned (though I'm not a fan of the mecha hand sized gauntlets of skyrim anyways). I think the only gauntlets I like at all from skyrim that isn't huge handed is probably the daedric.

 

Well here's some shots of the top of the elven armor:

 

 

Oblivion2012-07-2117-00-25-15.png

 

 

 

 

 

Oblivion2012-07-2117-08-13-68.png

 

 

 

 

 

Oblivion2012-07-2117-00-47-91.png

 

 

 

 

 

Oblivion2012-07-2117-08-46-27.png

 

 

 

 

 

Oblivion2012-07-2117-09-06-58.png

 

 

 

I could probably upload of the BBB in action with it, but again I won't waste my time if no one is interested. I'm simply just doing this for myself, for fun.

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I've an interest in porting things from Skyrim to Oblivion, almost to the point of learning to do it myself. Beyond the vanilla clothing/armor, there are a number of mods I would love to get my hands on. While I doubt I'd be much help, I wouldn't mind helping in some small way.

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Heyo, and thank you for the response Thorazine ^^

 

Well, I got no problem trying to do them myself, though it always helps when other people are interested. I haven't been able to do it "perfectly" though the elven armor I did recently, came very close because there was no clipping from the BBB animation.

 

The MAK/ADEC style skyrim armor, or any broken up variation would probably be alot easier to work on. The vanilla armors are not bad, but they would probably have some issues if BBB was added (unless you really know what your doing..and I dont lol)

 

I can't actually find a good working copy of DMRA without BBB. I tried two I downloaded, and both caused CTD when I skinned the armor with it, in game.

 

I myself have only recently reached the threshold of understanding modding, and 3ds max. So my knowledge is limited, though I can still do alot. If you see my screenies above, the daedric armor had this weird issue with the shoulder plates being bent.

 

It didn't look like that in nifskope or 3d max, so I figure there was probably something I didn't do right. I figure it was probably either I'm leaving bones I shouldn't leave, or my weld all verts is screwing stuff up lol.

 

Regardless to really stream line this, and make it all work perfectly there's one thing anyone who would considering porting armors from Skyrim to Oblivion will need. That would be an skyrim skeleton in the oblivion position.

 

I have a set up like that, but its far far from perfect lol. The issue I'm seeing is the arms, and foot positions. So I'm guessing a skilled modder with alot experience would be required to make this.

 

For porting from oblivion to skyrim, someone was kind enough to make an oblivion skeleton in the skyrim position.

 

Basically what I'm saying is currently all I can really do is the torso, and the legs. I've still yet to test the boots I tried (haven't had much motivation).

 

Still what's incredible to me is the fact the armor almost retains its complete look. I hadn't done any modding for oblivion for like 2-3 years, so I skipped testing the glowing of the daedric armor (though I did have it ported with glowing). Now that I've been messing with Oblivion for the last couple weeks, I could probably add glow to the daedric armor. I'm still a huge fan of the oblivion races, so I would like armor to compliment it ;p

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Heyo' date=' and thank you for the response Thorazine ^^

 

Well, I got no problem trying to do them myself, though it always helps when other people are interested. I haven't been able to do it "perfectly" though the elven armor I did recently, came very close because there was no clipping from the BBB animation.

 

The MAK/ADEC style skyrim armor, or any broken up variation would probably be alot easier to work on. The vanilla armors are not bad, but they would probably have some issues if BBB was added (unless you really know what your doing..and I dont lol)

 

 

I can't actually find a good working copy of DMRA without BBB. I tried two I downloaded, and both caused CTD when I skinned the armor with it, in game.

[/quote']

I might know a thing or two about adapting things to DMRA BBB. Also, it wouldn't take long to remove the BBB wieghting off the DMRA body. Guess it wouldn't matter if it were to still cause a CTD.

 

 

I myself have only recently reached the threshold of understanding modding, and 3ds max. So my knowledge is limited, though I can still do alot. If you see my screenies above, the daedric armor had this weird issue with the shoulder plates being bent.

 

It didn't look like that in nifskope or 3d max, so I figure there was probably something I didn't do right. I figure it was probably either I'm leaving bones I shouldn't leave, or my weld all verts is screwing stuff up lol.

Not sure, but might be a weight problem. I was working on a piece of armor that had similar protrusions, and when I used Blender's Bone Weight Copy script, I later found those parts bending with the arms. Other times, I've had parts of objects on one leg stuck to the opposite leg, creating an unsightly stretched mesh.

 

 

Regardless to really stream line this, and make it all work perfectly there's one thing anyone who would considering porting armors from Skyrim to Oblivion will need. That would be an skyrim skeleton in the oblivion position.

 

I have a set up like that, but its far far from perfect lol. The issue I'm seeing is the arms, and foot positions. So I'm guessing a skilled modder with alot experience would be required to make this.

 

For porting from oblivion to skyrim, someone was kind enough to make an oblivion skeleton in the skyrim position.

 

Basically what I'm saying is currently all I can really do is the torso, and the legs. I've still yet to test the boots I tried (haven't had much motivation).

No idea how to use 3ds max, but I think I might know how to pose things in Blender. Hopefully, it won't be as difficult as manipulating feet to fit a pair of high heels. Naw, main problem would be getting Skyrim stuff to import without any large errors. Won't know without trying, but might be able to use that modified Oblivion skeleton... Somehow.

Boot's shouldn't be too much trouble.

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Hmm, I wonder what could be done with that skel..and speaking of which let me find the link for it:

 

oblivion skeleton pose

 

The only thing is when I used this for skyrim porting, it was a tad buggy. Meaning, when I had both skeletons imported into the scene, then exported the finished nif. Typically I had to reimport it, and reskin with only the skyrim skeleton in the scene..then it would work fine.

 

In regards to the stretched verts/mesh parts, I still wish I knew what caused it. Though its probably either from improper weighting or just tweaking out from messing to much with verts (though I tend to use polygon selection ;p).

 

I also never work with editable mesh, only with editable poly. That lowered my export error rate from like 85% of crashing to 99% of no crashing.

 

I know a very small amount about blender, though its very similar in regards to its function. I'm just not a fan of the UI, and more comfortable with 3ds max.

 

To skin something in 3ds max, it literally takes me a matter of seconds. So skinning is no big deal, its just lol its kind of a cheat to actual rigging lol.

 

I've messed with moving the skeleton before, and it wasn't that bad...though for sure not as easy to pose as say Daz3d lol.

 

Edit:

Okay after writing I realized something that could be done. I have no idea how to do it, though if I knew how it would make things like x10 easier. That would be to use the above skeleton, and skin the armor/clothes accordingly to it. Which would still leave it in the skyrim position.

 

Then...if it was possible...which I'm not sure on...reset the skeleton to its ORIGINAL oblivion position. That would be crazy...and very amazing. I know that when I have both skeletons in the scene, and port in an oblivion mesh, it automatically rigs to the skyrim position. So I wonder...if you skin it to the modified oblivion skeleton in the skyrim position, then re-import it into an regular oblivion scene...@_@

 

Again the odd thing with oblivion skels, is when I port in say a DMRA BBB body, I can't just tick the export option "with skeleton". If I do it'll ask me for the default file path of the oblivion skeleton. Where as with skyrim, I can import say CBBE body and tick same option...and blam skeleton ;p

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Hmm' date=' I wonder what could be done with that skel..and speaking of which let me find the link for it:

 

oblivion skeleton pose

 

The only thing is when I used this for skyrim porting, it was a tad buggy. Meaning, when I had both skeletons imported into the scene, then exported the finished nif. Typically I had to reimport it, and reskin with only the skyrim skeleton in the scene..then it would work fine.

Looks familiar. Unfortunately, can't import :dodgy: I think there's a way to get it to work, something about fallout.

 

 

 

In regards to the stretched verts/mesh parts, I still wish I knew what caused it. Though its probably either from improper weighting or just tweaking out from messing to much with verts (though I tend to use polygon selection ;p).

 

I also never work with editable mesh, only with editable poly. That lowered my export error rate from like 85% of crashing to 99% of no crashing.

 

I know a very small amount about blender, though its very similar in regards to its function. I'm just not a fan of the UI, and more comfortable with 3ds max.

Probably a little bit of both. But what do I know, I just push verts around until it resembles something :P

 

 

Edit:

Okay after writing I realized something that could be done. I have no idea how to do it, though if I knew how it would make things like x10 easier. That would be to use the above skeleton, and skin the armor/clothes accordingly to it. Which would still leave it in the skyrim position.

 

Then...if it was possible...which I'm not sure on...reset the skeleton to its ORIGINAL oblivion position. That would be crazy...and very amazing. I know that when I have both skeletons in the scene, and port in an oblivion mesh, it automatically rigs to the skyrim position. So I wonder...if you skin it to the modified oblivion skeleton in the skyrim position, then re-import it into an regular oblivion scene...@_@

I think I'm understanding what you're saying (bad sleeping habits = exhausted), that'd be crazy if you could get it to work.

 

 

Again the odd thing with oblivion skels, is when I port in say a DMRA BBB body, I can't just tick the export option "with skeleton". If I do it'll ask me for the default file path of the oblivion skeleton. Where as with skyrim, I can import say CBBE body and tick same option...and blam skeleton ;p

Forgive any ignorance, is there no way to select the file path, or is it one of those things that just don't work?

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Well, in regards to the oblivion skeleton, it'll work if I had that exact file path lol. I don't have oblivion currently installed on my modding laptop. I just have a bunch of folders with modding projects in them.

 

I can import the oblivion skeleton separate no problem, though the skyrim bodies don't need the separate file. Meaning the skeleton is like embedded into the body, and oblivion keeps it separate I guess.

 

In regards to the oblivion skeleton I linked, it doesn't show up for me either. But for some reason it still works lol. I didn't bother to figure out why it wasn't showing up, because it worked regardless, though its buggy.

 

I think the guy who made it, did so in an older version of 3ds max. Could also be the nif import/export plugin he used is outdated. Or...its file paths like you said before.

 

I may try my hand at this tomorrow, and post my results. If nothing else, this is good practice for modding in general ;p

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Alright, despite how crazy what I suggested sounded last night, it actually worked. So far I've only tried it for the armor, and I really want to see how it'll work for more difficult things. Such as gauntlets and boots. It doesn't align it perfect, but its so close that minimal adjustments are only needed.

 

So to do this I first imported the oblivion skeleton in the skyrim position. Then I imported an oblivion body, followed by importing skyrim clothes/armor. Then I skinned the skyrim clothes/armor to the oblivion body. Exported, and then made a new scene. Then in the new scene I imported oblivion body/skel, and then re-imported the skyrim clothes/armor.

 

Edit:

So I just tried this with the boots, and gauntlets of the steel armor. Gauntlets came out fine, but that's probably because there's no fingers. The boots as I figured were not lined up vertically. Some reason I guess the skyrim bodies are shorter than the oblivion ones. At least that's how it appears lol. I'm going to dare to try the daedric gaunts and see how they turn out (fingers >.<).

 

Edit 2:

Well I'm quite surprised. Looks as if it worked, not perfectly but again only minor adjustments needed. Whelp this method is going to speed up my conversions alot. Guess instead of messing around I should focus on at least doing 1 armor per day, unless I really get into it lol.

 

Though the boots are still kind of an issue. I skinned the boots to the lowerbody and the feet...maybe I should only do the feet. Armor/clothes mesh that like say...a sash that hangs from the upperbody into the lowerbody region. Lets say that that sash is mounted to the upperbody. I'm always confused if it requires bones from both lower and upper, or only upper (i'm guessing it probably varies). Those are the minor type of questions I would love to have answers for.

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@Mailamea - No problem. That was one of the points of this thread.

 

I could show screenies if people wanted a visual idea of how this is done, but I don't really think its needed. Now I just need to do one skyrim armor entirely, and post it up here lol. So far I just been messing around with it to see if its actual possible. Now that I know it is, its time to get to work ;p

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Edit 2:

Well I'm quite surprised. Looks as if it worked' date=' not perfectly but again only minor adjustments needed. Whelp this method is going to speed up my conversions alot. Guess instead of messing around I should focus on at least doing 1 armor per day, unless I really get into it lol. [/quote']

Barring any other complications, sounds like a plan.

 

 

Though the boots are still kind of an issue. I skinned the boots to the lowerbody and the feet...maybe I should only do the feet. Armor/clothes mesh that like say...a sash that hangs from the upperbody into the lowerbody region. Lets say that that sash is mounted to the upperbody. I'm always confused if it requires bones from both lower and upper, or only upper (i'm guessing it probably varies). Those are the minor type of questions I would love to have answers for.

Unless you're planning on messing with thigh high boots, I'd say try just skinning to the feet. You might be able to get away with that theoretical sash using bones for the upper, go with both.

 

 

@Mailamea - No problem. That was one of the points of this thread.

 

I could show screenies if people wanted a visual idea of how this is done' date=' but I don't really think its needed. Now I just need to do one skyrim armor entirely, and post it up here lol. So far I just been messing around with it to see if its actual possible. Now that I know it is, its time to get to work ;p

[/quote']

I'll admit I kinda wouldn't mind some kind of guide or tutorial that better describes the involved steps. I won't pressure for any of the sort, so I'll probably figure it out on my own at some point. Right now, I'm more interested to see how well those armors turn out.

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Heh, glad you both liked it. I updated the first post with screen shots, and a mock guide. I could expand on it more, if people want. I'm not sure how much people need to know outside of 3d programs, like nifskope. I hope it helps regardless.

 

I'm amazed no one else had put this out yet.

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Heh' date=' glad you both liked it. I updated the first post with screen shots, and a mock guide. I could expand on it more, if people want. I'm not sure how much people need to know outside of 3d programs, like nifskope. I hope it helps regardless.

 

I'm amazed no one else had put this out yet.

[/quote']

Probably the more vocal people want Oblivion stuff ported to Skyrim, and the reverse hasn't exactly been much of a priority.

 

The guide looks good, understandable for the most part. Should be fine with nifscope, so long as there aren't any specific steps that need to be taken. Bit of a question on this:

 

 

You want to then import the Coronerras skeleton, oblivion body type your using (DMRA for the example).

 

 

 

9.png

 

 

 

Now the fun trick begins. Re-import the skyrim armor you just exported, and magically you'll see it line up ;p

 

It won't look perfect, but you can obviously tweak it accordingly afterwards.

 

 

10.png

 

the first part doesn't quite make sense to me. Is it import the skeleton, and then import the Oblivion body over that? And since there is already a body in the scene, wouldn't importing the Skyrim armor bring in a second body?

 

Don't know if it'll help any, but maybe consider posting the mock guide in the Tutorials & Guides section.

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Heh sorry for the late reply. Well its not a big deal on what exact order, except the skyrim armor part. You want the oblivion body and the oblivion skel by Coronerras in the scene before you import the skyrim armor. You could perhaps use a different skeleton, but I'd suggest using that one, because it contains everything.

 

I'll have to change it on the guide to make it clearer, but when you first export you don't want any body with the armor pieces you export. In fact the only reason the oblivion body is even there is so you can "skin" the weights off it. Course it also helps to see it all line up.

 

Typically I don't just hit "export", I hit "export selected". I think though in blender you have to select everything manually you want to export, and can't export the entire scene, like in 3ds max (i'm talking 1 click ;p).

 

I'll think about posting it in the tut section, though that wasn't my original intention for this thread lol.

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very nice guide, there were actually some parts that I didn't know about until I read this guide so thanks a bunch.

 

but one question.

 

how do you make the bones visible?

all the time I import the skeleton all the bones are invisible.

I have really no clue what to do for them to appear.

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Heh sorry for the late reply. Well its not a big deal on what exact order' date=' except the skyrim armor part. You want the oblivion body and the oblivion skel by Coronerras in the scene before you import the skyrim armor. You could perhaps use a different skeleton, but I'd suggest using that one, because it contains everything.

 

I'll have to change it on the guide to make it clearer, but when you first export you don't want any body with the armor pieces you export. In fact the only reason the oblivion body is even there is so you can "skin" the weights off it. Course it also helps to see it all line up.[/quote']

It's only late if you take over a week to respond ;)

 

 

Typically I don't just hit "export", I hit "export selected". I think though in blender you have to select everything manually you want to export, and can't export the entire scene, like in 3ds max (i'm talking 1 click ;p).

I haven't messed too much with Blender's export beyond Select All->Export with Default Settings. Before hand, I tend to either delete what I no longer want, or hide what I'm not ready to export.

 

 

I'll think about posting it in the tut section, though that wasn't my original intention for this thread lol.

Lol, oops. :P

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@Ploms - Heyo, glad to see you saw this thread and that it helped ya. I'm no expert myself, I've been learning along the way as well. If it wasn't for the creator of ADEC body for skyrim Acdale, and Cherryhotling the CHSBHC/bbp creater; I'd still be only able to recolor textures lol.

 

I really have no idea how to get the skeleton to not be invisible; though I could try to play with it. The video that author of that skeleton showed, has the skeleton visible. Also from the looks of the vid the 3ds max version is very old like 9 or prior.

 

@Thorazine - Yeah I know, sometimes I'm slow like a turtle ;p Yeah sounds like the typical export way from most 3d programs; 3ds max decided to make a lazy way to do it lol.

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I seem to have some problems exporting the armor.

when I come to the part were I import the tweaked armor into the skeleton the shoulders are all really messed up.

 

edit: the vertices on the shoulders are dragged down to the center of the torso

 

maybe something I am missing at the exporting part.

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Hmm, well yeah it can do that. Depends on the armor I guess. If the armor is broken up into pieces (like shoulders, chest, bracers, waist etc), instead of one piece, it should deform less. Yeah this isn't a for sure perfect way to do it, though I'm not sure how deformed what you got looks like.

 

A screen shot would help ;p

 

You could try to do the shoulders separately as well. Meaning instead of using what I listed to do, just import them as skyrim skinned. That way you could move and adjust it how you'd like. Again this way I came up with isn't perfect, and I'm sure there's an even better way of doing it. Just something I found that makes it easier, than moving everything free hand from skyrim pose to oblivion ;p

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I think I will just do my own approach by just trying to fix the shoulder by moving vertices.

anyways it as interesting trying another approach.

 

Then again it haven't been even a month since I started 3ds max so I have a lot of things I need to learn for example mapping textures, bone weight and polygon shaping.

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Well yeah its always better to use whatever method you're more comfortable with. I was just trying to find a faster method of positioning. Doing alot of meshes by hand can take hours, and with a large amount to do...lol yeah. You could also try just posing the skyrim skeleton in the oblivion position. I think that's what I tried to do first, like moving the arm up to match.

 

The only problem with that method, is if the object is in several pieces. Like some armor even though its one mesh, has like 5 pieces. If you rotate it, all of the pieces become unaligned. That's why I came up with this method, because if you move the entire thing at once it causes less of an issue.

 

Again, I just figured I put this out. Perhaps some of it will be useful to some people, other people have of course a better way of doing it ;p

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