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Import/Export FO4 nifs directly from Blender


BadPup

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Does anybody know how the 3ds max plugin works? Wondering if I could make a blender plugin for it, whatever it is.

A full-fledged plug-in, or rather a set of tools (official) in the form of a plug-in is available only for 2013 max. It comes with ck and is located in the tools (bgs Exporter) folder. It contains the havok (hkt) tools needed to handle 90% of the animation and bones operations. For other versions of max, there is only hkt2014, which is completely closed and does not extend (passed from hand to hand). DocClox has been working on bones for the blender for a long time. You should contact him. https://forums.nexusmods.com/index.php?/user/1042190-docclox/
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I'm in contact with DocClox.

 

What I'm thinking is, a plugin doesn't care who calls it and it's designed to be called from an external program. So if I can reverse-engineer the 3DS Max side of the plugin, I might be able to figure out how to call it. Then I could build a Blender plugin that calls it the same way.

 

I have CK but I'm not seeing a Tools folder. It should just be there, no special download required?

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Very nice! This is much appreciated here. :thumbsup:

I think I've done the blender-OS-nifskope route a thousand time by now. :pinch:

 

This will absolutely save me a lot of hassle. :dance:

 

btw: If you start looking into havok for animations, don't forget about collisions. A lot of us would love you to death for that. Including me :cool:

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I'm in contact with DocClox.

 

What I'm thinking is, a plugin doesn't care who calls it and it's designed to be called from an external program. So if I can reverse-engineer the 3DS Max side of the plugin, I might be able to figure out how to call it. Then I could build a Blender plugin that calls it the same way.

 

I have CK but I'm not seeing a Tools folder. It should just be there, no special download required?

Nope. At least it didn't. (besides CK)

 

Should be right under your fallout 4 install dir. (steamapps\common\Fallout 4\Tools\NIF_Exporter)

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I'm in contact with DocClox.

 

What I'm thinking is, a plugin doesn't care who calls it and it's designed to be called from an external program. So if I can reverse-engineer the 3DS Max side of the plugin, I might be able to figure out how to call it. Then I could build a Blender plugin that calls it the same way.

 

I have CK but I'm not seeing a Tools folder. It should just be there, no special download required?

 

The installer should be in <game root>\Tools\NIF_Exporter\

 

I do not remember it is an option during Creation Kit's download/install

 

https://www.creationkit.com/fallout4/index.php?title=3ds_Max_-_Fallout_4_NIF_Exporter

 

 

 

 

 

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Yup there it is. And yuck, it's an installer. Have to see what it creates. I can't do much with an exe.

 

Collisions are on my want-to-do list too, but FO4 collisions are represented as a byte array in the nif and I have *no* clue what's in there.

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Yup there it is. And yuck, it's an installer. Have to see what it creates. I can't do much with an exe.

 

Collisions are on my want-to-do list too, but FO4 collisions are represented as a byte array in the nif and I have *no* clue what's in there.

As I currently understand it Fallout 4's engine only reads Havok physics/collision.

The official Max Nif exporter exports collision data in an older nif collision format which by default does not work in the engine.

After Max export, the nif has to be processed via the Elric application which creates the Havok collisions.

 

I guess the task is to figure out the format that the exporter. If lucky, it may be a more familiar format :wink:

 

https://www.creationkit.com/fallout4/index.php?title=Elric

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There's a 3DS Max Havok Animation importer/exporter :

 

https://lukascone.wordpress.com/2019/03/21/havok-3ds-max-plugin/

 

github :

 

https://github.com/PredatorCZ/HavokMax

https://github.com/PredatorCZ/HavokLib

 

I wonder if this would help? I don't know if it's compatible with havok implementation in Fallout 4.

 

If you can eliminate the dependency on 3ds Max 2013/14, BadPup, you'll be remembered as a saint who performed a miracle on Fallout 4 modding community. :laugh: I really appreciate that you are taking time to look into this.

 

 

I was going to get the Max indie license as soon as it was available where I live, but then found out that Autodesk would allow users to run only the recent 3 versions. Obtaining a legal copy of Max 2013 is pretty much impossible now. :confused:

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Yup there it is. And yuck, it's an installer. Have to see what it creates. I can't do much with an exe.

Â

Collisions are on my want-to-do list too, but FO4 collisions are represented as a byte array in the nif and I have *no* clue what's in there.

I tried to send you the unpacked plugin, but the Yandex disk and Google disk do not allow you to send the archive. They write that they are infected with a virus. ) Therefore, set yourself 2013 max, I'll throw you in a personal. Max set strictly to the default paths. Otherwise, the plugin will not get up. Then put the plug-in (they told you where it is), make a selection for changes, and copy the selected elements for analysis.
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