PrometheusTS Posted December 18, 2011 Share Posted December 18, 2011 (edited) Really dude...can't YOU check that the rigging isn't screwed up? (BTW I checked, it's f***ed..) just google skin wrap or skin utilities . They are max features. I shouldn't need to explain what they are when the documentation on the autodesk website would do a much better job of that... and save me some sanity.I know that but I wonder why is f***ed up if I didn't change anythng there? May be importing fault? but for now I didn't care to fix the wskinning I wanted to check if it exports in game , and fix the skin later , or if isnt skinning perfect it doesnt show up ? it seems weird that .... Edited December 18, 2011 by PROMETHEUS_ts Link to comment Share on other sites More sharing options...
Ghogiel Posted December 18, 2011 Share Posted December 18, 2011 (edited) Not sure why it messed up. I think it is because in the max file you gave me, it is still an editable mesh. Mesh doesn't work well with skin. Use editable poly :thumbsup: But it should take 2mins to rip it back out from a vanilla mesh with either skin utilities or skin wrap. (oh and skin utilities doesn't work on editable mesh either :thumbsup: ) Edited December 18, 2011 by Ghogiel Link to comment Share on other sites More sharing options...
Edmond Dantes Posted December 18, 2011 Share Posted December 18, 2011 Hello again, Sorry, just a quick question. Does anyone know the correct Body Part Partition number of a headwear that hides the hair? I've had good success with headwears that still shows hair, but now I'm trying to make one that hides the hair when worn. I looked at hoods (because they're the kind that hides the hair when worn ) and some would have values of either 31 or 131. I tried both of those values on my mesh but, while the hair still shows, the mesh itself is invisible. Which leads me to believe that it may not be the right Body Partition number. If anyone knows the correct value I should put for my mesh please let me know. Thank you. Link to comment Share on other sites More sharing options...
Ghogiel Posted December 18, 2011 Share Posted December 18, 2011 This issue isn't totally straight forward as just setting a body part slot I don't think. I have limitedly tested these things. it might be a combination of biped slots set up in the helmets CK entry that actually does or partially facilitates this. It'll be obvious once we have the CK how to set up all this and what is the totality of how body parts and their partitions are rendered/removed, including hair. Make it a replacer of one of those assets you are trying to get it to do the same thing as, and then fiddle with the body part number. Then try it as something else, then you for sure that it's something in the pieces CK entry and not the partition body part. Link to comment Share on other sites More sharing options...
person123456789 Posted December 18, 2011 Share Posted December 18, 2011 visibility of helmets/heads/hair arent controlled in the nif, even if you set up the body partition number you still need to change the entry for your item for it to display the way you want in game. You can change them in the BODT section of the entry in the ARMO and ARMA groups in TESSnip though. ( just check the entry of the item that you want it to look like to see what it should be, ie if you want you head hidden but full head helmet displayed check the BODT of ARMO(ArmorDragonPriestMaskWoodHelmet) and ARMA(DragonPriestMaskWoodAA) and copy paste the hex data into the entry you want to change) Link to comment Share on other sites More sharing options...
Ellderon Posted December 18, 2011 Share Posted December 18, 2011 3D max plugin dont' install correctly apprently... no import/export for nif files in my 3D Max... :wallbash: Link to comment Share on other sites More sharing options...
Vannus Posted December 18, 2011 Author Share Posted December 18, 2011 3D max plugin dont' install correctly apprently... no import/export for nif files in my 3D Max... :wallbash:What version of Max and the plugin are you using? Are you/have you tried installing it manually with the 7z archive link? What are the steps you are taking to install it? We really need more to go on than just "dont' [sic] install correctly"... There is definitely nothing wrong with the plugin itself, considering none of us have had any issues but you so far. Link to comment Share on other sites More sharing options...
Edmond Dantes Posted December 18, 2011 Share Posted December 18, 2011 This issue isn't totally straight forward as just setting a body part slot I don't think. I have limitedly tested these things. it might be a combination of biped slots set up in the helmets CK entry that actually does or partially facilitates this. It'll be obvious once we have the CK how to set up all this and what is the totality of how body parts and their partitions are rendered/removed, including hair. Make it a replacer of one of those assets you are trying to get it to do the same thing as, and then fiddle with the body part number. Then try it as something else, then you for sure that it's something in the pieces CK entry and not the partition body part. Well. I've tested it some more, and you're right. I guess it isn't just the body partition number. I suppose it was a bit too convenient to think that just because the dismember partition is used to mask or hide certain bodypart, that it would be as easy as changing the numbers :teehee: visibility of helmets/heads/hair arent controlled in the nif, even if you set up the body partition number you still need to change the entry for your item for it to display the way you want in game. You can change them in the BODT section of the entry in the ARMO and ARMA groups in TESSnip though. ( just check the entry of the item that you want it to look like to see what it should be, ie if you want you head hidden but full head helmet displayed check the BODT of ARMO(ArmorDragonPriestMaskWoodHelmet) and ARMA(DragonPriestMaskWoodAA) and copy paste the hex data into the entry you want to change) Now this seems like a very promising method. I was so focused on modifying nif values that I forgot we do have some control over what can be changed throuh TESSnip. Thanks a lot the both of you. Will do some more testing. Link to comment Share on other sites More sharing options...
PrometheusTS Posted December 20, 2011 Share Posted December 20, 2011 (edited) Ok I did somethinless complicate this time , Import a model add a third skinned object with proper skin and bsdismember modifiers and exported all along according to what told .... result still the damn Error Mark , what can it be now!!! I tried everything but this thing isnt working at all !!!! I set the lightning property stuff correctly , I set vertex , normals bdsmember , set to 32 in nif, all the stuff etc what's wrong ? In nif all looks fine ... Edited December 20, 2011 by PROMETHEUS_ts Link to comment Share on other sites More sharing options...
PrometheusTS Posted December 20, 2011 Share Posted December 20, 2011 (edited) Ok I FINALLY MADE IT WORK !!!!! The things I did after comparing normal nifs to the actual exported is that there are some missing steps ... 1 when you export with 3dsmax it create another material called : NiMaterialProperty this needs to be eliminated this will remove the mark error 2 Set the default property that is this material away and in first place put the right material bslightning something 3 if the mesh is invisible , in this case you need to attach a alpha property spell ... so far worked with the simplier mesh Now I will have to try with the more complex one ... Edited December 20, 2011 by PROMETHEUS_ts Link to comment Share on other sites More sharing options...
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