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Model Deformation


LexusTG

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So, I've searched the forum but couldn't find anything so here it goes. I ve created a costum armor (modeled in 3dsmax) and tried to put it in oblivion but when I do it deforms like crazy! (except for the shoulder pads, which I think is odd to)... So here are the steps I took:

 

Modeled in 3dsmax 2010

exported obj

imported a cuirass in 3dsmax8 (the imperialwatch male)

imported my own model

skinned my own model using the exact same bones as the original cuirass

exported the .nif file

checked in NIFskope (looked wsm!)

created new armor in TESCS

loaded .nifs (created a world .nif using the boundingbox of another item)

placed it in the imperial citys first edition (so I could find it)

and behold the (f'ed up) end result (I didn't attach a texture)

 

http://1.bp.blogspot.com/_RdOVOvCRNnU/TCnxqLD9hcI/AAAAAAAAAUs/NvO-yZVmqxQ/s1600/Oblivion+2010-06-29+15-06-28-02.bmp

 

anyone? any idea what went wrong?

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ok now I have a new problem, I don't know what I've changed, I only reexported the mesh. And now I see only one part of the mesh the arms....???? I just lost it.

 

Maybe anyone has a good 3ds max tutorial (I've done alot already but none seems to help me get an insight in what my problem could be)?

 

EDIT: hahahaha I again looked at my "only arms" try and I looked around and saw a HUGE!! mesh float in the air, the rest of the mesh clearly isn't invisible it just floats a 100 feet stretched and deformed in the air...

 

So I basically am searching for the solutions to disapearing meshes and deforming meshes....

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So I think I figured out what happened. For all to remember. When you import an OBJ from max 2010 (or maybe from any other max version) max 2008 imports an "default" group as well by, well...default :P. So I only selected the mesh group and didn't import the "default" group and did everything the same and it worked out....stupid flaw took me an entire day...
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