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Tutorial: 3ds Max Skinned Meshes Into Game


Vannus

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I did a simple test , imported fine clotes mesh for _1 and exportd over the mesh _1 of mythic dawn I was wearing ....

 

I don't even get to see it couse the game crashes .. .why?

 

 

another experiment imported mythic dawn robe .... not touched anything just reexported ....

 

this is the result ...

 

http://img830.imageshack.us/img830/8932/20558132.jpg

Edited by PROMETHEUS_ts
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Hi again, so the tutorial have been invaluable to getting meshes in-game. There are still a few things I'd like to understand and I hope some of you more experienced modders might be able to help me understand.

 

How exactly does the body morph work? In Oblivion and Fallout, the only meshes that actually morph are headwear so that they may conform with the shape of the head. Morphing was done using tri files (and egm I think). I haven't seen any tri files or the like for armors, so how are they changing? In Nifskope, I don't see any unusual nodes or branches that may indicate a special morphing function.

 

The reason I ask is because I'd like to know if I should make a completely custom armor, is there any special properties to be added to allow the morph. I suppose I can just do 2 version, a _0 version and a _1 version, and to hell with morphs in between, but if I wanted to have smooth morph between weight settings, would I need to do anything special with the custom mesh?

 

Hopefully someone can help me understand better. Thanks beforehand.

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Big Kudos to you Vannus, this worked perfectly. thanks! Going to make some uber meshes now lol

Thanks! Always appreciate any Kudos. Also, a big thanks goes to Ghogiel for continually providing such helpful comments for everyone.

 

I did a simple test , imported fine clotes mesh for _1 and exportd over the mesh _1 of mythic dawn I was wearing ....

 

I don't even get to see it couse the game crashes .. .why?

 

 

another experiment imported mythic dawn robe .... not touched anything just reexported ....

 

this is the result ...

 

http://img830.imageshack.us/img830/8932/20558132.jpg

Not sure what you're trying to accomplish here. The whole reason for my tutorial was to explain what you need to do in addition to this to make it work.

 

As for your morph questions, I'll quote an earlier post I made in this thread:

... each mesh (for armour or bodies, anyway) have two files: a x_0 and a x_1. The x_0 is the smallest size on the body weight scale (skinny/slim), and x_1 is the highest (muscular). In order for Skyrim to morph between these for values other than the min and max, the models must match exactly in terms of vertex count and order. This is where everything (at least for me) is tricky.

 

One cannot just expect to make modifications to one of them, and then try and replicate those modifications to the other. Everything must be done from the mesh with the same vertices. So, if you're changing the actual vertices of a mesh, you'll then have to use that same mesh for changing it to the different size, without adding or deleting vertices—doing so will break the morphs.

So, you must first make/edit your mesh for one body weight, then once you're no longer going to add or remove vertices you then use that same mesh and resize it to the other body weight scale. It's a tedious business, and the main reason I haven't done any body meshing myself yet!

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Is collapsing Edit Poly modifiers a stable operation? In other words, does collapsing different edits of the Edit Poly modifier - assuming no vertex additions/removal - preserve the vertex order?

Not sure 100%, but I'd assume so, yes. It should be fine. If not, I've had no issue leaving loads of Edit Poly modifiers in the stack upon export.

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