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zdzichorowerzysta

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  1. I write this tutorial because user Scrabbulor requested it. Ok, first of all you need some software, i will use 3ds max in this tutorial. You can download 30 day trial for free from Autodesk site. Next, you need NIF plugins, download version 3.7.2.1 or 3.7.2 On 3.7.1. meshes won't export well, and on 3.7.2 animations won't export well, but in this tutorial we will change mesh, so just grab 3.7.2 this time. You need also tool named nifskope. And BSA Browser or FoMM to extract game content, like dragon meshes/textures/sounds and other stuff. If you have all those things, let's get started Run BSA Browser, and open "Skyrim - Meshes.bsa" file located for example in "X:\Steam\steamapps\common\skyrim\Data\". It will take a minute to load this file, it contains meshes from game. Select "skeleton.nif"(from "meshes\actors\dragon\character assets", thats important, if you select skeleton.nif from other path, mesh won't import to 3ds max) and "alduin.nif" for example. Then click Action->Extract http://i1104.photobucket.com/albums/h333/izomuli/1-9.png Now it's time to run 3ds max. Click on File->Import...->skyrim\Data\meshes\actors\dragon\character assets\alduin.nif->Open, use default import settings, like this: http://i1104.photobucket.com/albums/h333/izomuli/2-8.png Set path to "skeleton.nif" file, for example "X:\skyrim\Data\meshes\actors\dragon\character assets\skeleton.nif" then click Import button. Now you can edit mesh. After you finish with this, you must add "Skin" modifier http://i1104.photobucket.com/albums/h333/izomuli/3-6.png 1-add modifier 2-click on "Add" button 3-Click on "All" button, then hold ctrl and unselect some bones, in this case unselect those: AlduinAnim:1 Capsule01 Capsule09 MagicEffectsNode NPC NPC COM NPC Head MagicNode [Hmag] NPC Hub01 NPC LFootBall NPC Footstep NPC LHeel NPC NeckHub NPC RFootBall NPC RFootstep NPC RHeel NPC Root [Root] NPC TailHub 4-click "Select" button Now i guess you should do some rigging, but it's not necessary. Add "BSDismemberSkin" modifier, and mesh is ready for export now. Click File->Export...->blabla.nif[select "Save as type:" Netimmerse/Gamebryo (*.KF, *.NIF)] i guess you should use those settings to export: http://i1104.photobucket.com/albums/h333/izomuli/4-5.png Then, you know, click on "Export" button. Now it's time to work in NifSkope, so run this tool. File->Load... choose your exported file and click Open. First, delete NiAlphaProperty block from NiTriShape tree: http://i1104.photobucket.com/albums/h333/izomuli/5-4.png Last, click on "BSDismemberSkinInstance" block and in "Partitions" change Body Part "BP_TORSO" to "30" http://i1104.photobucket.com/albums/h333/izomuli/6-3.png Now click File->Save As...->alduin.nif, put alduin.nif file to "skyrim\Data\meshes\actors\dragon\character assets\" and you've done. It's not as hard as it seems, is'nt it? http://i1104.photobucket.com/albums/h333/izomuli/th_2-9.jpg http://i1104.photobucket.com/albums/h333/izomuli/th_1-10.jpg If you have any questions, post them here or on PW. Also, i like cupcakes
  2. Problem solved, there's no such error when using plugin 3.7.1 instead of 3.7.2
  3. Thx, 3.7.1 worked lols http://www.youtube.com/watch?v=-DhHNUOzQ98
  4. I will write step by step what i did: 1. Extracted anims 2. Converted them to .kf 3. Imported skeleton.nif with those settings below: http://i1104.photobucket.com/albums/h333/izomuli/1-7.png 4. Imported mt_walkforward.hkx with those settings: http://i1104.photobucket.com/albums/h333/izomuli/2-6.png 5. Checked dope sheet: http://i1104.photobucket.com/albums/h333/izomuli/4-4.png 6. Changed NOTHING, just clicked havok content tools->export 7. In animation added create skeletons create animations 8. In create skeletons build rig from selected (all items on scene was selected) 9. In create animations animation tracks from selected 10. In core added write to platform 11. Run all configurations: http://i1104.photobucket.com/albums/h333/izomuli/5-3.png 12. Run havok preview tool 13. Open skeleton.hkx 14. Add cmonworkyoudumbanimation.HKX 15. Ragdoll mapping: animation->ragdoll 16. Run physics Skeleton just stay and don't move http://i1104.photobucket.com/albums/h333/izomuli/67.png Same thing in game as you saw on video
  5. Great tutorial, look what i did: http://www.youtube.com/watch?v=NUB9_fGtSzc
  6. You can't import .hkx into 3ds max, but there is converter named hkxcmd that allow you to convert an .hkx file to .kf. With .kf file all what you need to do is import skeleton.nif into 3ds max, then import converted .kf animation.
  7. http://i1104.photobucket.com/albums/h333/izomuli/co_ja_pacze.jpg this tutorial maybe will be useful for some1
  8. I have problems with animations too, but a bit diffrent http://forums.nexusmods.com/index.php?/topic/560609-vector-t-too-long/page__p__4546647#entry4546647
  9. Like this? http://i1104.photobucket.com/albums/h333/izomuli/Untitled-26.png file.kf still have 1kb http://i1104.photobucket.com/albums/h333/izomuli/Untitled-27.png
  10. When i export animation without notes, exported file test.kf have 1kb, and there is nothing in nifskope when i open test.kf i'm using those settings to export: http://i1104.photobucket.com/albums/h333/izomuli/Untitled-25.png
  11. Gary, i donwnloaded your mesh, tested, and all what i saw was invisible horse. I remember i struggled with this problem, but now all what i did is: imported your horse.nif to 3ds max, converted horse:0 to editable mesh, attached all other meshes with option "do not modify mat ids or material", added skin modifier, added all bones to skin modifier, added BSDismemberSkin Modifier, exported using those settings: http://i1104.photobucket.com/albums/h333/izomuli/Untitled-23.png Then opened hoers in nifskope, changed body part value to 30, and(that's important, overwise Skyrim will crash) delete textures\actors\horse\Horse01_n.dds and textures\actors\horse\Horse01_sk.dds in BSShaderTextureSet http://i1104.photobucket.com/albums/h333/izomuli/Untitled-24.jpg After that model was almost flawless, at least for me But will it work on your Skyrim? Here's fixed model, check it
  12. Hey, For some time i struggling with a problem, i decided to ask some1 for help First of all, i import skeleton.nif, then making animation. After that, when i export animation to .KF, all is good, but when i add some notes, i have error while exporting http://i1104.photobucket.com/albums/h333/izomuli/th_1-6.jpg http://i1104.photobucket.com/albums/h333/izomuli/th_2-5.jpg This is because plugin isn't flawless, or i do something wrong?
  13. Damn, what is that... I never had this problem, i thought
  14. You should try blender(but will it blend? that's the question) And about this invisible horse, i think this issue is because of 3ds max 2012, you should try change smooth group in editable mesh modifier
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