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Trouble rigging custom meshes


torsorock

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I'll start off by saying I'm not one to ask questions, I'd much rather search for answers or try figuring something out for myself. That said I cannot for the life of me figure out how to properly rig/weight custom meshes I have made in Maya. After following Nightasy's FO4 Creating Custom Outfits and Armors video tutorials to the letter around nine times I was never able to export my .nif from OS without getting the "Bone Information Incomplete: blahblahblah" warning. I found I could work around this by using OS's Copy Bone Weights to get the model in game but the results are less than stellar. Major clipping and body/outfit distortion occur very regularly. I found a post on LL forums where there is some discussion about how the rigging workflow in the tutorials is no longer the proper way to do it. I'm basically just wondering if anyone has any hints or tips to get a properly functioning rigged outfit mesh into the game from Maya. I've tried exporting as a .fbx to attempt to rig it in blender in the way described in the Nexus Wiki Creating Armor tutorial but blender gets destroyed upon import, then again I know very little in the ways of blender as I am not fond of it from attempts to use it in the past. I've been at this for almost a month now and have built up quite a collection of completed meshes just sitting in Maya waiting for me to figure out how to turn them into a finished working outfit/armor. Any help would be greatly appreciated, I am not averse to exporting them to a different program or whatever to get this working. I just really would like to finish creating what I've started. Sorry for wall of text, thank you for any help offered.

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Had what I though was a great idea, used 3dsmax to convert .fbx files from maya into a .nif file blender could work with. Sadly using blender 2.75 I the Transfer Weights tool did nothing and using blender 2.49 the bone weight copy script worked great but when attempting to import a new skeleton it just ended up a collapsed mess at 0,0,0. I'm sure there's still a way to rig everything in maya which would make life so much simpler, I just remain unenlightened as to how to accomplish this. Oh well, I'm off to try and attempt to figure out some other convoluted workaround.

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Well, I'm about to just give up on the whole ordeal. Just figured I'd ask one last question. Does anyone know of any functioning rigging/weighting techniques preferably that don't involve creating the new mesh in blender. I don't mind using blender as a rigging tool, but for actually creating new meshes I find it severely lacking. Once again any help would be greatly appreciated.

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Im using 3ds max for this and found a way that works quite quick and easy. I import a similar mesh to the one that i want to get in game and apply a skin wrap modifier to my costum mesh. Then add the vanilla mesh as a reference and convert the whole thing. You might need to do a little bit of cleaning up but it seems to work relativly good and easy

Edited by xgamer468
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