Ghogiel Posted December 1, 2010 Share Posted December 1, 2010 (edited) well couple things, i'm in a rush so didn't read the posts ahead of me (sorry) but i did a quick page search and noticed no one said to uncheck flatten hierarchy. that basically disables the entire bone hierarchy, i would leave that one off for clothing modelsActually, the only time you really want to flatten hierarchy is when you export rigged meshes with separate skeletons,take a look at a vanilla nif, you only want a list of bone ref nodes, and not in a hierarchy. I believe if you leave that unchecked you get a linking error as well. [Ah, maybe the max 2011 has a problem with it but things export just fine for me without selecting any faces, just as long as the modifier is there. maybe a different option in the export screws that up?I think simply by adding the modifier it assigns all the faces to the first partions, which is BP torso by default. I guess if you fiddle with it enough you'll break it :D Edited December 1, 2010 by Ghogiel Link to comment Share on other sites More sharing options...
Bmobius Posted December 1, 2010 Author Share Posted December 1, 2010 WELLLLLLL I did do a bit of searching whilst at the gf's parents house for dinner (love my iPod Touch, lol)... And lo and behold, I did find the tutorial on the Niftools page in regards to setting up dismemberment. It is rather easy to use once you get the knock of it. It is indeed a fun modifier, lol. What's I'm doing at the moment is keeping a copy of all parts of the model that I'm working on. In this case, it's the Arms, Pipboy On, and Pipboy Off objects. By having an untouched copy of the part I'm working on, I can refer back and forth to how the Bethesda models were set up with their Dismemberment. Once completed, I hope that the model will test well in-game and have only a few loose bugs to mop up after. Which reminds me, once this mod is complete and ready for upload, I'll be making sure to thank EVERYONE who gave me insight and advice to make this work. Thanks a ton! Link to comment Share on other sites More sharing options...
Bmobius Posted December 1, 2010 Author Share Posted December 1, 2010 EUREKA! Thanks to everyone for their input! After reading over everything and trying things out, I am happy to report the following: 1. Export from Max worked flawlessly. No more CTD!2. After making sure all texture paths were correct, Nifskope opened the nif without a hitch. No missing textures!3. The GECK showed the nif in all it's "glory" without any fuss!4. And finally, I should have this whole thing wrapped up in a week and ready for consumption on the FNV Nexus! You guys rock!! Link to comment Share on other sites More sharing options...
scruples Posted December 1, 2010 Share Posted December 1, 2010 Mind if I ask which tutorials you are using Bmobius?. Link to comment Share on other sites More sharing options...
TallgeeseIV Posted December 1, 2010 Share Posted December 1, 2010 EUREKA! Thanks to everyone for their input! After reading over everything and trying things out, I am happy to report the following: 1. Export from Max worked flawlessly. No more CTD!2. After making sure all texture paths were correct, Nifskope opened the nif without a hitch. No missing textures!3. The GECK showed the nif in all it's "glory" without any fuss!4. And finally, I should have this whole thing wrapped up in a week and ready for consumption on the FNV Nexus! You guys rock!! Glad to hear it, be sure to post a link here when you're done! Link to comment Share on other sites More sharing options...
Bmobius Posted December 1, 2010 Author Share Posted December 1, 2010 Mind if I ask which tutorials you are using Bmobius?. Sure thing, it's on the Niftools site. Here's the link! Dismemberment Guide By combining what I learned in this thread along with the Niftools tutorial, I was able to set up dismemberment very easy. In particular, I actually set up dismemberment for my model using the Bethesda asset on which it is based. I simply observed which poly faces the original asset used and then applied the same procedure to my own model. So far, I haven't tried it out in the wastes of NV yet, but I'm getting there. Link to comment Share on other sites More sharing options...
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