Stavaas Posted July 30, 2007 Share Posted July 30, 2007 Hello all,I've been trying to get custom pants into Oblivion. I made them in Maya, and used a plugin to export the pants to NIF format. I've also used pants from the game as reference to make sure they are the same size. Now, I have no idea how to get them ingame. I made a folder for the model and the texture like this; Oblivion > Data > Meshes > Clothes > lowerclass > 01 > m > pants01.nif I did the same for the texture, except with the correct paths. I used OblivionCS to add lowerclass pants01 on the ground, and then I picked them up, equipped them, but it made the legs of my character invisible. Could anyone help me get the model ingame so it can be used as clothing? I have Maya, Mudbox and 3DSMax. I would be forever grateful. -Stavaas Link to comment Share on other sites More sharing options...
Vagrant0 Posted July 30, 2007 Share Posted July 30, 2007 Hello all,I've been trying to get custom pants into Oblivion. I made them in Maya, and used a plugin to export the pants to NIF format. I've also used pants from the game as reference to make sure they are the same size. Now, I have no idea how to get them ingame. I made a folder for the model and the texture like this; Oblivion > Data > Meshes > Clothes > lowerclass > 01 > m > pants01.nif I did the same for the texture, except with the correct paths. I used OblivionCS to add lowerclass pants01 on the ground, and then I picked them up, equipped them, but it made the legs of my character invisible. Could anyone help me get the model ingame so it can be used as clothing? I have Maya, Mudbox and 3DSMax. I would be forever grateful. -StavaasThe problem is probably because you havn't weighted them to the skeleton. Every mesh, with the exception of helmet, shield, weapon, and ammo, has to be weighted for them to show up. As the weighting is stored on the actual mesh, and not just the bones, you would need to add weighting to your mesh.If the pants are a close match to an existing oblivion mesh, you could probably copy the rigging over, then export from max. http://canadianice.ufrealms.net/forum2/ind...hp?topic=5926.0(yes, I know, the tutorial sucks, it's a shining example why I don't make tutorials) Otherwise, you would need to do the weighting manually and still re-export them with that weighting.Ultimately, weighting tends to be one of the more time consuming and annoying parts of creating new meshes since it controls how everything moves around the skeleton, and often clipping/stretching cannot be avoided. Link to comment Share on other sites More sharing options...
Stavaas Posted July 30, 2007 Author Share Posted July 30, 2007 Thanks alot, I'll try it out right away. Link to comment Share on other sites More sharing options...
Sypron Posted July 30, 2007 Share Posted July 30, 2007 Just a suggestion, you may want to cut back on the number of folder's you used. The CS's cap for filepath characters is 32. Link to comment Share on other sites More sharing options...
Stavaas Posted July 30, 2007 Author Share Posted July 30, 2007 Okay, since I know nothing about 3DStudio Max, this turned out alot harder than expected. Does anyone know if it's possible to make this work using Maya, instead of 3DSMax? -Stavaas Link to comment Share on other sites More sharing options...
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