DiodeLadder Posted January 21, 2023 Share Posted January 21, 2023 For animating simple machines in 3ds Max, this tutorial was very helpful for me : Link to comment Share on other sites More sharing options...
greekrage Posted January 21, 2023 Author Share Posted January 21, 2023 For animating simple machines in 3ds Max, this tutorial was very helpful for me : Cool stuff but how does the result translate to nif and fallout4... Is it easy to export it?...... or does it need a cr@pload of changes afterward ?Im also stuck looking for a 2013 version of 3dsmax so i can get my collisions to export...Question :If you know the answer or anyone else that reads this...Does Blender need a specific netbryo/nif exporter to export collisions ?Also do i have to remove the one plugin or the other ?... I have both netmmerse and nifly installed but i get errors when i try to export with the netmmerse... Link to comment Share on other sites More sharing options...
DiodeLadder Posted January 21, 2023 Share Posted January 21, 2023 It was a straight export (PE Anim) for me. Here's a couple of my assets made using the waveform controller : By the way, you need to make sure to do "Export Selected" rather than just "Export". It randomly screws stuff up otherwise, because 3ds is a seriously weird piece of software, lol. To apply morph tag and all, take a look at one of those animated door tutorials. Some of those tutorials contain mistakes (Mass should be zero for keyframed object, Quality Type should be "keyframed Reporting" rather than just "keyframed")., but they tell you how to do proper Gamebryo animation exporting process. As for Blender, I make collision meshes in it, and create all the parent/child hierarchy (so that I don't have to do them in 3DS), but there's no nif plugin for it. I use FBX to go from Blender -> 3DS. With Blender you need to : 1. Set Units to "Metric", Unit Scale to 0.01, Length to "Centimeter", then you set the 3ds Max Units to 1 Unit = 1 cm. This way, you will have 1:1 scale compatibility between the 2 software.2. When Exporting an FBX from Blender, make sure the orientation is "Y Forward / Z Up", and change Geometry / Smoothing to "Face" rather than "Normals Only".3. Sharp edges created in Blender need to be split using "Edge Split" modifier because 3ds uses a really archaic "Smoothing Group" system which is not compatible with other software. These 3 points are what made my models to show up correctly in 3ds. It maybe over your head if you are just starting, but hopefully it'll make sense after spending some time in both software. Good luck with your project. :smile: Link to comment Share on other sites More sharing options...
greekrage Posted January 21, 2023 Author Share Posted January 21, 2023 It was a straight export (PE Anim) for me. Here's a couple of my assets made using the waveform controller : By the way, you need to make sure to do "Export Selected" rather than just "Export". It randomly screws stuff up otherwise, because 3ds is a seriously weird piece of software, lol. To apply morph tag and all, take a look at one of those animated door tutorials. Some of those tutorials contain mistakes (Mass should be zero for keyframed object, Quality Type should be "keyframed Reporting" rather than just "keyframed")., but they tell you how to do proper Gamebryo animation exporting process. As for Blender, I make collision meshes in it, and create all the parent/child hierarchy (so that I don't have to do them in 3DS), but there's no nif plugin for it. I use FBX to go from Blender -> 3DS. With Blender you need to : 1. Set Units to "Metric", Unit Scale to 0.01, Length to "Centimeter", then you set the 3ds Max Units to 1 Unit = 1 cm. This way, you will have 1:1 scale compatibility between the 2 software.2. When Exporting an FBX from Blender, make sure the orientation is "Y Forward / Z Up", and change Geometry / Smoothing to "Face" rather than "Normals Only".3. Sharp edges created in Blender need to be split using "Edge Split" modifier because 3ds uses a really archaic "Smoothing Group" system which is not compatible with other software. These 3 points are what made my models to show up correctly in 3ds. It maybe over your head if you are just starting, but hopefully it'll make sense after spending some time in both software. Good luck with your project. :smile:great info ...Thank you.... BTW i love those animated models.... Link to comment Share on other sites More sharing options...
DiodeLadder Posted January 21, 2023 Share Posted January 21, 2023 That's very kind of you, thank you! They may look complicated if you haven't done animations, but once you understand the concept (take your time - I know I did, lol), what I did in those assets isn't very complicated. One thing that may not be obvious is animating the UV coordinates in 3DS. In the video example, the belts and moving cloth in the middle are done by animating the UV offsets. Take a look at some of the tutorials available on YouTube for "UV animation" in 3DS (using "material" modifier, and animating offsets from there). This did not need any extra Gamebryo specific steps, so you can just follow those videos and they'll work. Link to comment Share on other sites More sharing options...
RoNin1971 Posted January 21, 2023 Share Posted January 21, 2023 There is a nif im/exporter for blender, right here on nexus PyNifly. Works nice. (still a lot not supported though, if you are into animations and stuff)https://www.nexusmods.com/fallout4/mods/52319 Link to comment Share on other sites More sharing options...
pepperman35 Posted January 21, 2023 Share Posted January 21, 2023 It was a straight export (PE Anim) for me. Here's a couple of my assets made using the waveform controller : By the way, you need to make sure to do "Export Selected" rather than just "Export". It randomly screws stuff up otherwise, because 3ds is a seriously weird piece of software, lol. To apply morph tag and all, take a look at one of those animated door tutorials. Some of those tutorials contain mistakes (Mass should be zero for keyframed object, Quality Type should be "keyframed Reporting" rather than just "keyframed")., but they tell you how to do proper Gamebryo animation exporting process. As for Blender, I make collision meshes in it, and create all the parent/child hierarchy (so that I don't have to do them in 3DS), but there's no nif plugin for it. I use FBX to go from Blender -> 3DS. With Blender you need to : 1. Set Units to "Metric", Unit Scale to 0.01, Length to "Centimeter", then you set the 3ds Max Units to 1 Unit = 1 cm. This way, you will have 1:1 scale compatibility between the 2 software.2. When Exporting an FBX from Blender, make sure the orientation is "Y Forward / Z Up", and change Geometry / Smoothing to "Face" rather than "Normals Only".3. Sharp edges created in Blender need to be split using "Edge Split" modifier because 3ds uses a really archaic "Smoothing Group" system which is not compatible with other software. These 3 points are what made my models to show up correctly in 3ds. It maybe over your head if you are just starting, but hopefully it'll make sense after spending some time in both software. Good luck with your project. :smile:Nice models and animations DiodeLadder. Very well done and thanks for sharing knowledge, much appreiacted. Link to comment Share on other sites More sharing options...
DiodeLadder Posted January 23, 2023 Share Posted January 23, 2023 Thank you, Pepperman! Everything in my video can be done if you go through the Autodesk tutorial I've posted earlier, by the way. I believe that one is the clearest, and it uses the 2013, too. Link to comment Share on other sites More sharing options...
DiodeLadder Posted January 23, 2023 Share Posted January 23, 2023 There is a nif im/exporter for blender, right here on nexus PyNifly. Works nice. (still a lot not supported though, if you are into animations and stuff)https://www.nexusmods.com/fallout4/mods/52319 Ah, nice! I mean, it won't replace the BGS exporter yet, but hopefully they can work out the necessary parts to get there one day. The frustrating thing is, Microsoft was the one who shut down Havok's Project Anarchy, which was the HCT distributed for free. We are all suffering because of the company which owns Bethesda, lol. :confused: Link to comment Share on other sites More sharing options...
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