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Exporting Animated nifs with sequences 3ds Max 2016


jewfish

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Does anybody know a good tutorial for exporting Animated static nifs with forward and backward sequences in Max 2016?If there aren't any ( I couldn't find any personally, and I've been searching for a good while )could anybody to run through the steps on here if they have the know how? Any help would be highly appreciated, thanks for reading.



 

 

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I'm not sure if 2016 is fully supported with any version of the Nifscripts, I use 2012 and run Figment's plugin http://www.nexusmods.com/skyrim/mods/5622/ Version 373 and can export some pretty involved animations. It's been reported that some other version won't export the key frame sequences.

 

Hmm, there's quite a bit of explaining to do with successfully creating and exporting animated nifs, I might be able to give you a brief guide.

 

  1. You need a bone called Scene Root placed at 0,0,0 and rotated 0,0,0 , it needs to have a text key track added to it via the dope sheet.
  2. All the meshes should have a parent bone and each bone in turn must be linked in a hierarchy back to the Scene Root.
  3. When you set all the up you export the nif only (don't flatten the thing on export).
  4. You will need to alter things in the nif later.
  5. Go back to 3DS and (apart from the Scene Root bone) replace all the other bones with a dummy helper (match position and rotation to the original bone) and re-build the same hierarchy.
  6. You need to add text keys to your Scene Root and that very much depends on what kind of animation you want, how many animation sequences etc. Something simple you might have "start -name Idle -loop -at y" at the start and "end" at the end of the sequence.
  7. You should be fine to key frame your dummy helps and when your done export as a single kf without nif. You should end up with a kf that will also need work before you combine it with your static nif you exported earlier.

 

See how you go with that for starters since there is a bit of messing around in Nifskope to get both the nif and kf setup properly.

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It turned out to be 3ds Max 2016, as I was doing exactly as you said. I reverted to 2014 and everything worked fine, thanks for your help!

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