tyokio Posted February 7, 2009 Author Share Posted February 7, 2009 I use version 3.3 of the nif exporter/importer for 3ds max and I use version 1.0.17 of Niftools.. going to update to the latest soon. Link to comment Share on other sites More sharing options...
Baelkin Posted February 8, 2009 Share Posted February 8, 2009 well I dont know how to do it in Nifskope, I hear its possible though. I rigged mine in 3ds max and exported straight into a nif file. Ooooh, I'd love to get my hands on a step by step for that too. :whistling: Link to comment Share on other sites More sharing options...
Dramer47 Posted February 8, 2009 Share Posted February 8, 2009 Wow, this looks great. keep up the good work! Link to comment Share on other sites More sharing options...
tyokio Posted February 8, 2009 Author Share Posted February 8, 2009 well I dont know how to do it in Nifskope, I hear its possible though. I rigged mine in 3ds max and exported straight into a nif file. Ooooh, I'd love to get my hands on a step by step for that too. :whistling: Well I posted one in another topic but I can paste it here too "Well, firstly you have to chop the model up into 4 separate parts called Upperbody (which includes the torso and the legs), Arms (which includes the Right arm and the Left Upper arm, it excludes the lower left arm) Pipboy on (arm model when the pip boy is on) and Pipboyoff (arm when the pipboy isnt on) set up like in this picture. http://i2.photobucket.com/albums/y7/tyokio...INREFERENCE.jpg(you can actually get away without any dismemberment information at all) once its set up like that, you then you need to import the nif skeleton (you will need a bsa extractor), which can be found in the meshes.BSA file in characters/_male/skeleton.nif. Then in the modifier list add the one called "Skin" then in its options click the button titled ADD next to the text "Bones". then select the bones from the list (I listed which bones in the image I linked earlier (The one titled "right arm" refers to the mesh called "ARMS") to each mesh. After that you will then have to play around with the envelopes (they can be activated when you press the "edit envelopes" button at the top. You may find that max has assigned alot of influence to particular bones. Selecting bones from the list of attached bones (in the skin modifiers options) will show what parts of the mesh are rigged to what. you'll see little grey squares attached to the envelopes and when you select the squares you can then alter the amount of influence that bone has on the mesh. because I've rigged a few tests to this model I know exactly which bones max will give too much influence on so look out for the bones listed below. L UpArmTwistBoneR UpArmTwistBoneR foretwistL ForetwistHead when I rigged my models I just modified the envelopes to take all the influence away from those bones. you can also add influence to specific vertices by checking the box next to the text "vertices" and then clicking the spanner icon down by the weight table (you have to scroll down the skin modifier list to find it) then you select the vertex you want to modify and then press any of the buttons depending on how much influence you want. from left to right0 = no weight at all1 = rigged 10% to selected bone25 = 25% rigged to the bone5 = 50 % rigged75 = 75% rigged9 = 90% rigged1 = 100% rigged if you select something like 25% to one vert then you will need to select the bone next to it and select the same vert and apply a 75% one. However max might do this automatically. Save before doing the next step. After you've rigged it and tested to see if the mesh bends ok, you can then export as a nif. You may need to go into nifskope and check the alpha settings of the meshes by clicking the NiMaterial properties and making sure the slider next to the alpha is on the right side instead of the left. once that’s done you can then either add it in geck or you can extract an existing uniform from the Meshes BSA to your Data/meshes directory and replace that extracted nif file with your own one. this will load your nif instead of the one from the bsa folder in game. Then you can load the game and see if the model works well, if all goes well you can also test how well your model is rigged by making the character walk around and kneel down to test that all the vertices are doing what they're supposed to be." Right now I have a rough Idea on how to get dismemberment to work so I havent included the steps yet. Link to comment Share on other sites More sharing options...
Baelkin Posted February 8, 2009 Share Posted February 8, 2009 well I dont know how to do it in Nifskope, I hear its possible though. I rigged mine in 3ds max and exported straight into a nif file. Ooooh, I'd love to get my hands on a step by step for that too. :whistling: Well I posted one in another topic but I can paste it here too "Well, firstly you have to chop the model up into 4 separate parts called Upperbody (which includes the torso and the legs), Arms (which includes the Right arm and the Left Upper arm, it excludes the lower left arm) Pipboy on (arm model when the pip boy is on) and Pipboyoff (arm when the pipboy isnt on) set up like in this picture. http://i2.photobucket.com/albums/y7/tyokio...INREFERENCE.jpg(you can actually get away without any dismemberment information at all) once its set up like that, you then you need to import the nif skeleton (you will need a bsa extractor), which can be found in the meshes.BSA file in characters/_male/skeleton.nif. Then in the modifier list add the one called "Skin" then in its options click the button titled ADD next to the text "Bones". then select the bones from the list (I listed which bones in the image I linked earlier (The one titled "right arm" refers to the mesh called "ARMS") to each mesh. After that you will then have to play around with the envelopes (they can be activated when you press the "edit envelopes" button at the top. You may find that max has assigned alot of influence to particular bones. Selecting bones from the list of attached bones (in the skin modifiers options) will show what parts of the mesh are rigged to what. you'll see little grey squares attached to the envelopes and when you select the squares you can then alter the amount of influence that bone has on the mesh. because I've rigged a few tests to this model I know exactly which bones max will give too much influence on so look out for the bones listed below. L UpArmTwistBoneR UpArmTwistBoneR foretwistL ForetwistHead when I rigged my models I just modified the envelopes to take all the influence away from those bones. you can also add influence to specific vertices by checking the box next to the text "vertices" and then clicking the spanner icon down by the weight table (you have to scroll down the skin modifier list to find it) then you select the vertex you want to modify and then press any of the buttons depending on how much influence you want. from left to right0 = no weight at all1 = rigged 10% to selected bone25 = 25% rigged to the bone5 = 50 % rigged75 = 75% rigged9 = 90% rigged1 = 100% rigged if you select something like 25% to one vert then you will need to select the bone next to it and select the same vert and apply a 75% one. However max might do this automatically. Save before doing the next step. After you've rigged it and tested to see if the mesh bends ok, you can then export as a nif. You may need to go into nifskope and check the alpha settings of the meshes by clicking the NiMaterial properties and making sure the slider next to the alpha is on the right side instead of the left. once that’s done you can then either add it in geck or you can extract an existing uniform from the Meshes BSA to your Data/meshes directory and replace that extracted nif file with your own one. this will load your nif instead of the one from the bsa folder in game. Then you can load the game and see if the model works well, if all goes well you can also test how well your model is rigged by making the character walk around and kneel down to test that all the vertices are doing what they're supposed to be." Right now I have a rough Idea on how to get dismemberment to work so I havent included the steps yet. Thanks, exactly what I was looking for. I'll just snag this for my modding scrapbook for later use. :thumbsup: Link to comment Share on other sites More sharing options...
tyokio Posted February 9, 2009 Author Share Posted February 9, 2009 UPDATE: textures going well so far.. going to see if i can improve them further but theres very little I can do about the low resolution though :C the textures allready 2048x2048 which causes a minor pause when switching items. large imagehttp://i2.photobucket.com/albums/y7/tyokio/TEXTURETEST.jpg video of armor in action (sorry for the poor quality :c ) Link to comment Share on other sites More sharing options...
karstinpk Posted February 9, 2009 Share Posted February 9, 2009 cool it it didn't even seem to take u that long cant wait for it gj :thumbsup: Link to comment Share on other sites More sharing options...
Murik Posted February 9, 2009 Share Posted February 9, 2009 wow looks great, finally a new well modded armor :D one question: are u going to let the helmet have the color of the armor, or keep it grey? i'd like to have the greenish look :) Link to comment Share on other sites More sharing options...
tyokio Posted February 9, 2009 Author Share Posted February 9, 2009 yeah, the grey look was just the base texture I made so I could see it ingame, it will be the same colour as the rest of it. I'm also going to change the visor from orange to another colour... not sure what I'm going to make it though.. at least I have an Idea on how to make it shiney now. Link to comment Share on other sites More sharing options...
karstinpk Posted February 9, 2009 Share Posted February 9, 2009 yeah, the grey look was just the base texture I made so I could see it ingame, it will be the same colour as the rest of it. I'm also going to change the visor from orange to another colour... not sure what I'm going to make it though.. at least I have an Idea on how to make it shiney now. i think it looks good with orange visor Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.