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Tutorial: 3ds Max Skinned Meshes Into Game


Vannus

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Whatever you do to the _1 file, you should do the same to the _0 file. Just move vertices, don't change anything else. As long as the vertices count, skin data and file sizes are the same, I see no reason why it shouldn't weight slide properly.

 

I tried something similar for the UNP skinny body, only I wanted to flatten the nipples to make it easier to fit armor and clothing. All I did was push some vertices and exported. Didn't see any problems in game but then I only changed the body for one armor file, I didn't replace the body universally.

 

Even though I only pushed vertices, the files still lost 10 kb compared to the originals. I suspect something was lost in the niftools import/export. No doubt there's additional nifskope tweaks to make them upload ready. I asked about modding the body in the UNP dl forum but didn't get any answers. So that little project is on temporary hold til I find time to figure it out.

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Whatever you do to the _1 file, you should do the same to the _0 file. Just move vertices, don't change anything else. As long as the vertices count, skin data and file sizes are the same, I see no reason why it shouldn't weight slide properly.

 

I tried something similar for the UNP skinny body, only I wanted to flatten the nipples to make it easier to fit armor and clothing. All I did was push some vertices and exported. Didn't see any problems in game but then I only changed the body for one armor file, I didn't replace the body universally.

 

Even though I only pushed vertices, the files still lost 10 kb compared to the originals. I suspect something was lost in the niftools import/export. No doubt there's additional nifskope tweaks to make them upload ready. I asked about modding the body in the UNP dl forum but didn't get any answers. So that little project is on temporary hold til I find time to figure it out.

 

Yep same here, 10Kb difference between reference and modified version. I'm not sure if that's posing a problem for me... yet. I'm going to change the _0 file as you advised and see what happens next. Thanks for the advice and response.

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Hi all

 

I have learn all the process for create perfects Static Mesh but still one last problem and i can't solve it this time...

 

So i need your help :smile:

 

 

The problem is little.. The mesh is good, collision perfect.. Its just a detail but i want perfects meshs..

 

The picture explain better than me:

 

http://img15.hostingpics.net/pics/802395Sanstitre.png

 

My mesh is too smooth... BSA mesh have some details that my mesh don't got (the problem appear only when i toggle lights)

 

I link my nif file mesh and the BSA nif mesh: My mesh: http://www.mediafire.com/download.php?ya74i3my5i704pv

BSA mesh: http://www.mediafire.com/download.php?rf2vva5nuxv9dl3

I used 3DS Max

 

 

Hope someone can help me

Thanks !

 

SOLVED: http://forums.nexusmods.com/index.php?/topic/915757-static-mesh-problem-shadows-or-i-dont-know/

Edited by ThePatriot
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Here's one thing that should be mentioned in post 1: the vanilla nif you copy the shader information from must be a skinned mesh as well. I just spent hours trying to find out why my armor was completely rigid ingame - the shader block came from a sword.

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So I tried this tutorial, but at first I didn't copy the texture heirarchy from the old model to the new model because my new model already had one for its two tri shapes. Then when I went to open the model in the Creation Kit, the model showed up but the textures did not. So then I tried copy/pasting the texture branch into both of the trishapes on the new model to replace the ones it originally had, and now the model wont show up at all in the Creation Kit. Why is this not working?

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So I tried this tutorial, but at first I didn't copy the texture heirarchy from the old model to the new model because my new model already had one for its two tri shapes. Then when I went to open the model in the Creation Kit, the model showed up but the textures did not. So then I tried copy/pasting the texture branch into both of the trishapes on the new model to replace the ones it originally had, and now the model wont show up at all in the Creation Kit. Why is this not working?

did do this under BSShaderTextureSet? I went under BSLightingShaderProperty and clicked the BSShaderTextureSet.... opened textures and changed the first one to where my texture was............

 

I also had to make sure it was in the Data/textures folder..

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Im trying to add more creatures to the vampire and werewolf faction but there's something wrong with my creature...

 

When looking at it in CK, it looks fine but u cant preview animations. And in-game the mesh just deforms to a small clumpy mess..........

 

Does anyone know whats wrong??? I need help

 

Here's my CK ready NIF <Warg>

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