duude98 Posted April 5, 2015 Share Posted April 5, 2015 I am new to 3ds max for modding Skyrim, however I do have the hang of it somewhat. Right now I am trying to rig a model to the flame atronach's skeleton using the skinwrap modifier, and deleting everything but the new model and the skeleton afterwards, but when I try to export to a nif, I get the error "you must specify at least one bone node". I actually don't get this when I delete the skeleton, but then it just crumples into a ball when using it in Skyrim. I have seen numerous suggested fixes for this on the internet (model too high poly, bones not weighted, etc.) but none of them have proved helpful. Does anyone here have any wisdom on the subject? Link to comment Share on other sites More sharing options...
KiwiHawkNZ Posted April 5, 2015 Share Posted April 5, 2015 How many parts in the list I get this if I have a number of parts and miss one when skinning, its easy when theres 5 or 6, or more partsto miss the small part Link to comment Share on other sites More sharing options...
duude98 Posted April 5, 2015 Author Share Posted April 5, 2015 The model I am skinning is one part, but the flame atronach has three or four. All of them are rigged to the entire skeleton, so I thought it would not make that much of a difference How many parts in the list I get this if I have a number of parts and miss one when skinning, its easy when theres 5 or 6, or more partsto miss the small part Link to comment Share on other sites More sharing options...
KiwiHawkNZ Posted April 5, 2015 Share Posted April 5, 2015 As I understand it if your adding substacting or changing the number of vert in any way the whole thing needs to be reskinned Link to comment Share on other sites More sharing options...
duude98 Posted April 5, 2015 Author Share Posted April 5, 2015 So If the model is too different, it must be rigged manually as opposed to using the skinwrap modifier, your saying? The bones appear to be weighted correctly and everything, and in max the new skeleton can be used to control the model... Link to comment Share on other sites More sharing options...
duude98 Posted April 6, 2015 Author Share Posted April 6, 2015 Would you mind actually taking a look at the model for me? I am convinced that it should be working, and I am just doing something wrong with it. Maybe if you see it, it will become clear. Link to comment Share on other sites More sharing options...
duude98 Posted April 17, 2015 Author Share Posted April 17, 2015 I actually got the model exporting with the skeleton, but the crumpling of the model when the animation starts persists. Seriously, does anyone know how to do this? I don't know what I am doing wrong... Link to comment Share on other sites More sharing options...
Araanim Posted April 28, 2015 Share Posted April 28, 2015 I'm trying to do the same thing, but I can't even get it to open in the Creation Kit. Are there any good tutorials specifically for character models? Everything I find is armor or statics. I've got a model rigged to the gargoyle skeleton, moves with the bones and all, but somewhere in the process I'm missing something or not converting...I don't know. Link to comment Share on other sites More sharing options...
JacketteFarcryer Posted May 1, 2015 Share Posted May 1, 2015 Hey Guys, Try this: http://forums.nexusmods.com/index.php?/topic/2497639-new-playable-skyrim-character-not-armour-model-rigging-tutorial/ the blog is called: New Playable Skyrim 'Character' (NOT Armour) Model Rigging Tutorial ? Hope this helps you both - good luck with your modding. Cheers,JF Link to comment Share on other sites More sharing options...
Araanim Posted July 14, 2015 Share Posted July 14, 2015 So this is an interesting factoid. The reason my model was so messed up is actually quite simple (and stupid.) When I started, the model was a base mesh, and a separate mesh for the eyes. At the beginning I just attached the eyes to the mesh, thinking it was one mesh now and I was good to go. However, I must have kept the textures separate for the eyes and the body. So when I tried to export as a nif, the program was expecting just one texture, but there were two, so it wasn't able to match anything to the original model (a vanilla gargoyle). This means it couldn't match up any of the nodes or bones, so everything was broken. I went back, deleted the eyes, and rigged the whole thing in about ten minutes, and everything worked perfectly. So, to anyone reading this, DON'T DO ^THAT^! Or at least keep the meshes completely separate, don't attach them. This has been a roadblock for half a year now. Ridicuolous. Anyway, thanks for the help! Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now