Kaibamon Posted May 25, 2010 Share Posted May 25, 2010 Been following http://thenexusforums.com/index.php?showtopic=131450&hl= .It's pretty good,xept for the 3d max export...and maybe the pics in general.Can anoyne give me the pics for this tutorial?At elast how to export in 3d max pic pls.CAuse if i select the mesh and export it deafult in Nifskope it is seen as NiTriStrips,and it should be seen as a NiTriShape right? Link to comment Share on other sites More sharing options...
Kaibamon Posted May 26, 2010 Author Share Posted May 26, 2010 I've gotten a bit further but wihtout those expor settings i don't think it will work.Here's whats wrong and what i doI make a simple mesh,i import the outfit.nif(the sleeepwear female).So i remove the sleepware and replace it with my mesh.Also, note when I import it,it's editable mesh with skin modif on it,so i delete the skin and make it editable poly,and add it to smoothing groups 1,than i atach my mesh with this one(so the pivot point remains as it should).Than i skin it,import skeleton.nif(extracted from mesh.bsa from fallout 3) and add the bones.Than here's a screen how i export.Oh yah i select only the mesh and use Export selected.http://i60.servimg.com/u/f60/12/10/52/34/th/pb110.jpgAfter that i open my mesh and the vanila one.At my mesh i select the NiTRiStrips i want,in one guide it sayed i should click mesh and triangulate,after that i enter it's data and change TSpace Flag to 16 and refresh normal,tangents and bionormals.Than i block-copy the data and i paste it over on the vanila mesh part i want replaced.And here's the problem.The part is positioned way wrong and not complete.I understand its supose to look a bit bad but im worried how it's positioned,maybe the pic can explain better my problemhttp://i60.servimg.com/u/f60/12/10/52/34/th/pb210.jpg Link to comment Share on other sites More sharing options...
Ghogiel Posted May 26, 2010 Share Posted May 26, 2010 before adding a skin to meshes, if I am bothered, cos it doesn't matter with this exporter (in this method, it zeros out transforms on rigged objects always, and non-rigged objects- it zeros pivot rotations only if the collision is unticked), but for other platforms, it might be good practice to zero the meshes pivots at 0 xyz manually. aaannnywayafter adding the skin (and eventually a dismemberment modifier at the final export). Hide everything in the scene you do not want to be in you final nif- ie what's in the viewport is everything you will have in your final nif. along with the meshes that you are exporting, also have everthing in the skeleton.nif thats a bone unhidden in the viewport. export the entire scene- file>export.. Use these export settings http://www.fallout3nexus.com/imageshare/images/209926-1274905546.jpg open the nif in nifskope spells>update tangent space do anything else you need, alpha, switch off meat caps from always rendering, setting up certain shaders and textures, etc save test if you have a skeleton in the scene, when import a skinned mesh the skinning is intact. you can make modifications to the mesh underneath the skin modifier so that its not invalidating what is already there. But it needs to be an editable poly for this to work. click the editable mesh in the modifier stack. click yes to the pop up and ignore it. now add an edit poly modifier, right click that in the stack and select collaspe to. if all rigging goes to hell, then use the skin ultilities to transfer skin weights... Link to comment Share on other sites More sharing options...
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