Mlucci4036 Posted November 1, 2013 Share Posted November 1, 2013 Ok people, bear with me here. I'm trying to understand the concept creating custom weapons and meshes based on the information I've been gathering from every source I can find...which haven't been too explanatory. Anyway, After downloading 3DS Max 2010 with the NIF plugin, I attempted to modify some vanilla Fallout NV weapons, the Hunting Rifle to be exact. I simply added another barrel, and shortened the parameters of the stack to the new barrel length. So I then exported it to a folder, but when I loaded it in NifSkope I noticed it lacked the animations that all weapons have when loaded. I selected export NIF with Animation, assuming that selection on 3DS Max applied to this issue, but now when I attempt to make a Static Model in GECK all i get is the Giant, taunting, Red Exclamation Point or no model at all. So does anyone have a detailed tutorial on importing pre-existing models into 3DS, editing them and then exporting them in a fashion where they retain the weapons motions? Or can someone explain how to use NifSkope to make custom models functional? Below I have an image of what exactly I'm trying to say, the reloading motions the hunting rifle has in it's original model seems to disappear after I edit it. If anyone can be of help, I'd appreciate it as I would really like to expand my modding abilities into new territories. Link to comment Share on other sites More sharing options...
TrickyVein Posted November 2, 2013 Share Posted November 2, 2013 The export options for Niftools, specifically those you mention would apply if you were exporting an animation/keyed sequence from the editing program into the .nif format. You have not done this. No animation is selected or exported into your .nif. If you want your .nif to use existing animations, you can simply cut and paste these from an existing weapon into your own, new .nif file or you can paste your new, exported meshwork (nitristrips data) into an existing .nif with the correct hierarchy and flags all in place already, then save into a new .nif file. Link to comment Share on other sites More sharing options...
Mlucci4036 Posted November 2, 2013 Author Share Posted November 2, 2013 The export options for Niftools, specifically those you mention would apply if you were exporting an animation/keyed sequence from the editing program into the .nif format. You have not done this. No animation is selected or exported into your .nif. If you want your .nif to use existing animations, you can simply cut and paste these from an existing weapon into your own, new .nif file or you can paste your new, exported meshwork (nitristrips data) into an existing .nif with the correct hierarchy and flags all in place already, then save into a new .nif file. Please excuse my lack of knowledge on the topic, but isn't the red outline the animation/keyed sequence? http://farm4.staticflickr.com/3758/10630194303_31bd45ce22_o.png Link to comment Share on other sites More sharing options...
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