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Maya/Postman Outfit


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Ok, I'm very new to this, so I apologize.

 

I have imported the postman outfit into Maya 2016 as an FBX file and I deleted all the vertices so that now I only have the bag. What do I need to do to correctly export this? I'd like to pass this off as a resource. The blood decal problem that arose from using alpha was driving me crazy.

 

EDIT: Ok I exported it as a FBX file. I needed to delete the non deformer history. Now I need to figure out how to turn this into a nif file I guess? I'm just trying to make it so that FO4 will now recognize the mesh.

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I could give you a ready nif >_> Or you could take it from my accessory mod as I have free permissions.

 

I don't know if there is a nif plugin for Maya yet? Can you export from Maya to 3ds Max? You can copy the weights in Outfit Studio if you can get it to a nif first. Export without any skin or skeleton from Maya / Max and load into Outfit Studio, OS will fix the nif for ya (praise be ousnius)

 

Export "bad" nif as obj from Outfit Studio -> Import as obj -> copy bone weights from reference (load original postman outfit as reference into Outfit studio) -> Export nif.

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I could give you a ready nif >_> Or you could take it from my accessory mod as I have free permissions.

 

I don't know if there is a nif plugin for Maya yet? Can you export from Maya to 3ds Max? You can copy the weights in Outfit Studio if you can get it to a nif first. Export without any skin or skeleton from Maya / Max and load into Outfit Studio, OS will fix the nif for ya (praise be ousnius)

 

Export "bad" nif as obj from Outfit Studio -> Import as obj -> copy bone weights from reference (load original postman outfit as reference into Outfit studio) -> Export nif.

Thank you, but I need to do this anyway just so I can properly learn. I was actually thinking your outfits mod had already done this since the sizes are changed and the blood decals aren't messed up. I'm also trying to use this process to import/add/change some other vanilla assets so I can make a new outfit. So yeah, gotta do this myself. :smile:

 

I'll try your suggestions with the "bad" nif. Thank you!!!

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If you can't seem to get that to work, I made a video recently that will help you with this, just substitute anything that you're doing with the OBJ in the video with your FBX if that's what youre using.

 

https://www.youtube.com/watch?v=ppTXCJ0SZ88

 

 

Hey, thanks for replying. I did get it to work actually. I needed to follow Elianora's advice and not export with skeleton from Maya. Once I did that, I could import to Outfit Studio as an FBX and then just export as NIF.

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If you can't seem to get that to work, I made a video recently that will help you with this, just substitute anything that you're doing with the OBJ in the video with your FBX if that's what youre using.

 

https://www.youtube.com/watch?v=ppTXCJ0SZ88

I've tried to make a modified boxing glove with ur method, but it doesn't work because there's no bounding sphere. Your blade has a bone with a length, the boxing glove does not. I don't see a way to make it work analogous to your method...I was so hoping it would work...It seems a bone nub, cannot have a bounding sphere. So I tried it without a sphere and ng too...and no shadow. Son of a gun, I'm the special ed kid here.

 

@aloot, did you get it to show in game?

Edited by jeffglobal
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