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Setting up armor pivot points in 3ds max


xgamer468

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Does anybody know how to properly set up armors in 3ds max?

i tried the following thing:

I set the pivot point of all of the parts to the highest point for the Z and just the center of the chest peace for the X and Y coordinates. That seemed to place it correctly in game.

That however caused the problem that meshes kept disapearing from certain camera angles, which i found out was cuased by the bones in the skin instance where not lining up with the actual bones properly.

So what i did next was after i applied the skin modifier and the bssubindex in 3ds max, i went to the Editable Mesh modifier again and set the Object coordinates to 0. That way, the pivot point of the mesh would automatically be at 0 and the mesh itseld would only be held in place by the skin modifier, which seems to be how vanilla meshes are set up.

BUT unfortunately this slightly messes up my mesh when i export it to nif scope. Its not tooo bad and i might actually release it as it is but its not perfect.

So i f anyone knows how to properly set them up, that would be awesome, thanks!

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