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Importing Oblivion body/clothing meshes into Fo3


the ghost of persian

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Has anyone found a way to import clothing or body meshes into fallout3 from oblivion? I want to use some of the

 

clothing and body mods I had there. I'm not concerned with having the dismemberment effects, if there is a way to

 

import with or without that. Any advice? Ideas?

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To use an Oblivion outfit for FO3, it has to be imported into a 3d program and reparented to the FO3 skeleton, then exported as the proper file type. And even then it won't fit the existing head, neck and hands. Usually it'll take a complete refit in the 3d program to fit it to a FO3 body.
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Hmm, sounds doable. I think what I might try instead (since I'm quite clueless with skeleton parenting) is line up a similar Fo3 and Oblivion outfit in Blender and reshape/texture the Fo3 one to look the same. Might take more time, but will likely come out with a better product. And might look more fitting in the game then a direct swap from the middle ages to 2070 something.
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Ok, I have managed to get the lower body to parent to the Fo3 bones and sucesfuly got it in game. However, the upper body refuses to parent (at least when importing) is there another way to manually parent the bones?

 

Also, what are the _sk dds files for?

 

I would be very interested in your methods once you successfully get an outfit from OB to Fallout without re modeling hehe , but the _sk are for the skin textures. It is what tells the engine which shades to use I believe it is also the main cause for the head/body seam problem everyone gets when they change body textures.

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Hmm, sounds doable. I think what I might try instead (since I'm quite clueless with skeleton parenting) is line up a similar Fo3 and Oblivion outfit in Blender and reshape/texture the Fo3 one to look the same. Might take more time, but will likely come out with a better product. And might look more fitting in the game then a direct swap from the middle ages to 2070 something.

 

You import Oblivion outfit in Blender. Erase skeleton and any parts of the body underneath outfit. You import FO3 body of your choice. Erase everything except the body. Tweak that outfit to fit the new body. If you careful at all- all textures gonna be fine. Keeping textures is what it makes up for any convert VS making new outfit. While less appreciated by general public, textures are a LOT of work. From my own (very limited) experience- I spend more time texturing models, not making models itself.

 

After you done with tweaking/resize - erase ALL weights from outfit. Then do bone weight copy from that FO3 body to outfit. If you don't know how, you Google it.

After you done with all BWC stuff- you delete all unneeded parts from the body, select everything and import in fresh skeleton.nif. As "import skeleton only parent to selected"

I usually make a save right there, select skeleton and go to pose mode to check on weights- bend the body and limbs, if it works OK - select everything exept skeleton, hit CTRL +A ,Choose "apply scale and rotation to obj. data". Then select skeleton and export. You can always check if you parented it right by selecting skele and hit "G" (grab) - whole outfit,body and all junk should get moved with skeleton. If it does- you are good.

 

Whatever you didn't understand,and I'm not esp good in explaining thing either -you just Google it.

 

Good luck,dimon

 

P.S. This is all you really need to know about BWC http://obliviontextures.wetpaint.com/page/...+Blender?t=anon Still have it bookmarked :)

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Wow, Thank you so much Dimon. The funny thing is, all I needed to do from your post is import the oblivion mesh, remove its skeleton, and parent the fallout skeleton.nif to it! Now I've got it in game, and with a few simple tweaks to align the arms and other seams, I should be in business. Thanks again!
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After doing all the bone weight transfers, everything worked smoothly... except one small section on the wrist. When exporting from blender, it comlains that the selected faces are not assigned to any body part. I re-select the faces and manually assign them to L hand where they should go, however, this makes no difference. If I simply delete the offending faces, things look ok in blender and it exports, but in game i get a huge "spike" of flesh ripping through the pip-boy. Any ideas?
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After doing all the bone weight transfers, everything worked smoothly... except one small section on the wrist. When exporting from blender, it comlains that the selected faces are not assigned to any body part. I re-select the faces and manually assign them to L hand where they should go, however, this makes no difference. If I simply delete the offending faces, things look ok in blender and it exports, but in game i get a huge "spike" of flesh ripping through the pip-boy. Any ideas?

 

That's dismemberment vertex groups that get screwed- I get that all the time. I simply erase them all-the all have names in full cpas - like RIGHTLEG ect. Then I just run it thru Nifty. With fixparts.

Or, you can assign those "unassigned" verticles to corresponding "dismemberment" vertex group. Which, in your case should be probably LEFTARM,not L hand.

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