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Exporting with skin modifier -> CRASH


b3ars

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I was editing myself a proper female dwarven cuirass, given that I haven't changed the number of vertices - just pushed things around, the Skin modifiers are intact (assuming they imported correctly).

 

BUT whenever I try to export it again, 3dsmax crashes dead. It is related to having "export skin modifier" checked in the dialogue, I can make a cube and export it with that on and still get crashes.

I would like some assistance how to export correctly.

 

Using 3dsmax 2011 with corresponding niftools, but I sometimes get a strong feeling this niftool version is borked/not stable? I suspect it because I had issues importing collision hierarchies right for the new Madness weapons I did, and never solved quite why.

 

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Assuming the skin imported correctly? well there is no need to assume. check it. grab a bone a move it. If the mesh moves with the bone, then it's probably still skinned correctly.

Speaking of... i see no bones in your screen grab of the max viewport. you need bones.

 

anyway, crashing shouldn't happen with the niftools exporter. there are things that will crash it, like splines and fubared Dismemberment modifier etc.. but those are easy to solve.

 

assuming you are doing everything correct, these settings are what I use for rigged meshes.

 

http://www.fallout3nexus.com/imageshare/images/209926-1274905546.jpg

 

you do not want extra nodes on mesh. this may cause problems.

 

Also, afaik every single game using gamebryo does not stripify their skinned meshes. ever.

I keep to that, and do not tick generate strips.

 

you want flatten hierarchy enabled for skinned meshes.

Edited by Ghogiel
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I imported "with skeleton" and there are some green boxes "Dummy" that I can move and the mesh moves. They are named in the biped syntax "Bip01 L Finger02" that sounds a lot like bone names, I think we are good then unless I need skeleton.nif in the scene too.

 

Proceeded with your settings, it crashes a little earlier in the progress bar but I think that means we are getting somewhere.

 

I notice that despite being "NIF w/o Animation" the first thing it does is attempt to write a .KF file.

 

I based the settings I were using earlier on an older thread of skinning advice http://grotto.moddersrealm.com/index.php?topic=5926.0

 

I also see the tutorials in this forum recommend CIV4 plugins, but they aren't working for my max version. I could probably try an older one but I would prefer if I can sort out making Niftools work.

 

Thanks for your ideas, gonna import skeleton.nif and maybe attempt to clean the scene, then retry.

 

edit: yeah, same crashes. Also, I hope it is correct that I have to import "with animation" yet "clear animation", or the skeleton explodes over the scene

Edited by b3ars
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civ4 will be completely useless for fallout version nifs. but they will work in Ob given some nifskope coercion

 

Yeah those are bones in your scene. They aren't dummy objects, but bones with no size. you can export them to some file format and import them back and they will have size again

 

iirc the exporter will always say that about atempting to write a kf. So i don't think that is anything to worry about

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Oh, ok. They were just replaced with Dummy as a placeholder then.

 

And the KF attempt is normal you say, thank you...

 

I wonder what I can do then? Standard answer: reinstall windows <:)

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  • 8 months later...

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