Jump to content

3DS Max Anomaly


YesRoyalty

Recommended Posts

My first foray into modelling for New Vegas is almost at the testable stage. As it happens, though, there is a small problem. I've attached my model to the skeleton, and when I turn the head bone from side to side, the helmet - but not the neck wrap - scales down on the Y axis to about .6 and back at random intervals, causing it to flatten and "dance" absurdly as it moves around. Does anyone know what could be going on and how to fix it?

 

P.S. I've tested on a few vanilla helmets. When I delete the Skin modifier and re-apply it, the issue recurs. Thoughts? Epiphanes? Apostrophes?

Edited by YesRoyalty
Link to comment
Share on other sites

Provided I understand you correctly, it sounds to me the said helmets are influenced by one or more other bones… How many bones are included in the skin modifier? Have you edited envelopes, weights and such?

The helmet should be influenced only by the head bone. Is that the case?

Edited by Heffy
Link to comment
Share on other sites

I've been using a vanilla Legion helmet as a reference. Since my helmet has a neck wrap, it's technically attached to both the head bone and the top of the spine. I've weighted and enveloped it correctly. As it turns out, the issue is in one of the settings.

 

I've isolated the cause, but I still can't solve the problem. In all the vanilla helmets, the "Ignore Bone Scale" option is checked in the Advanced tab of the Skin Modifier. When I uncheck it in the the helmets from the game, they do the same thing; when I recheck it, problem solved. Trouble is, with my helmet, not only is the option unchecked, it's greyed out and can't be clicked on. Any idea what might be causing this?

Edited by YesRoyalty
Link to comment
Share on other sites

Mmmm… no, I have no idea why it would do that. Personally, I’ve never used this option; it’s not grayed out but it’s unchecked. I have to admit I haven’t exported any helmets for Fallout, though. However, unless the bone(s) are indeed scaled (which shouldn’t be the case by default), I don't think it should have any impact.

There’s possibly something wrong with the skeleton you’re using or with the mesh.

 

You can try using this skeleton :

 

It’s the one I use (mainly for animation). It’s basically the same as the original, except it uses standard bones (not the imported ones).

 

Merge only the mesh from your file, apply a resetXform on it, set the pivot point to 0,0,0 and re-apply the skin modifier.

 

Also, have you tried exporting the model anyway and, then, does the issue persist ingame too?

Link to comment
Share on other sites

*Sigh* Which brings me to the next link in my endless chain of technical difficulties and user malfunctions. I've been trying to set up a custom interior cell where my helmet will be located in a crate, and part of that process is to position teleport markers. Well, the interior is being an absolute pain. The interior door refuses to generate an exterior teleport marker or even acknowledge that it's linked to anything; and the teleport marker from the exterior door won't move - all I can do to it is select and deselect, which won't do much good since it currently is stuck in the middle of the interior door.
Link to comment
Share on other sites

I seem to remember having a open reference form editor in GECK will do that. Set up a small empty space between your object an cell view windows with the render window below them taking up most of the screen. You can make really long object an cell view windows an hide them behind the render window most of the time. When you click on one window it brings it to the top anyway. The small space between the object an cell view window is for your refrence and form editor windows. This way if you click another window they don't get hidden, you can still bring them back up.

 

Nexus 3DS Forum You don't have to use Autodesk, most peeps use blender.

Edited by GrindedStone
Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...