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2 questions about meshes in 3ds Max


Filipi

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Hello

 

I am using 3ds Max 2012 to edit armours in Skyrim for my personal use. There are 2 problems I have that I can't seem to find an answer, I used google and the forum search.

 

My first problem is that when I load some meshes, I can't see the Body Part in BSDismemberSkin Modifier. For meshes such as helmets, body armours, boots etc it works fine, but for some meshes added by mods for stuff like belts, arm covers, the Body Part field is empty. I want to replace this mesh with another one, but I can't because unless I have the BSDismemberSkin Modifier set, it doesn't appear in the game. I am using this plugin: http://skyrim.nexusmods.com/mods/5622//?

 

How to "enable" all the Body Parts so that I can use them?

 

Another thing is that when I export a mesh, I have to re-apply the BSLightingShaderProperty flag in NifSkope, otherwise it appears uniformly coloured ingame. Is there a way to avoid this?

 

 

Thanks

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You don't need existing BSDismemberSkin data, and you certainly don't need to see the actual bodypart correctly named in the list. If the modifier is blank (or doesn't contain the data you think it ought to contain), you can easily add that data yourself in a matter of seconds

In this example of an Elven Cuirass, you can clearly see the 3 Skyrim body partitions: Main Body, Forearms and Calves. These are the only ones you will ever see/need.

http://www.favoredsoul.com/images/TESV-2013-31-08-10-51-40-55.jpg

If for whatever reason you've loaded a mesh into Max and believe that one of the Body Partitions is missing, you will need to add that data yourself. Do note that there is no 'quick fix' or way to avoid such omissions; you will ALWAYS have to adjust the modifier yourself if something has gone wrong. In the example below, let's pretend that the Calves partition is missing. We will have to add in the data ourselves.

http://www.favoredsoul.com/images/TESV-2013-31-08-10-54-32-81.jpg

See the image below:

 

[1] In the right hand panel, underneath Dismember Skin Partition, you'll see a + and - symbol.

[2] Clicking the + symbol will create a new partition called Torso. At the same time, the current face selection (the faces highlighted in red) will reset. This indicates that no part of the mesh is contained inside the partition.

[3] We are designating this new Torso partition as the partition for Calves. In the right hand panel you will see a drop down list underneath the Body Part where you can rename this newly created Partition to Skyrim, Calves L/R.

 

http://www.favoredsoul.com/images/TESV-2013-31-08-10-55-01-17.jpg

 

[4] This new partition now needs to contain a selection for the calves. All you need to do is select the faces on the mesh that correspond to the geometry for the calves.

[5] Additionally, deselect the selection you just made, from whichever body partition already contains that selection. If you look at the image above, you will see that the Main Body partition contains the Calves selection. It must be separated from this partition so that it becomes like in the screenshot below.

http://www.favoredsoul.com/images/TESV-2013-31-08-11-34-22-99.jpg

This process of adding new partitions is exactly the same if no partitions exist at all, or if the BSDismemberSkin modifier isn't even applied to the mesh.

Regarding your second query about the BSLightingShader property... you will ALWAYS be required to re-apply the BSLightingShader property every time you export a mesh from max. There is no way to avoid this as Max does not know how to export proper BSLightingShader properties.

Edited by FavoredSoul
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  • 11 months later...

you certainly don't need to see the actual bodypart correctly named in the list.

I do.

 

The NIF Import/Export plugin is supposed to have all this in there and show it in MAX specifically so you don't have to fiddle with creating custom BSDMs like you have suggested.

 

There are some configurations/versions out there however that don't.

Edited by ReaverLord
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