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Tutorial: 3ds Max Skinned Meshes Into Game


Vannus

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@ Ghogiel,

 

ok I realize that and its freezed in the game but where to correct that, in the 3ds or nifskope and how?

It's going to be the max side of things. make sure you have a skeleton in scene, them mesh is correctly skinned, and check your export settings is all I can suggest.

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@huckpie

 

you forgot to set the number of skinpartition in clothes nitrishape...it still using "BP_torso" thats why it wont show up..make sure you number it corettly which i think its 32..

Edited by ebony_ivory
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@huckpie

 

you forgot to set the number of skinpartition in clothes nitrishape...it still using "BP_torso" thats why it wont show up..make sure you number it corettly which i think its 32..

I only just realised this important step is not actually mentioned in the OP. Not cool.

 

also note the tangents and binormals are totally borked. you need to update tspace.

Edited by Ghogiel
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Well completely redid it and this is what comes out:

 

http://i49.photobucket.com/albums/f257/JET-WTF/TESV2012-01-1410-10-06-87.jpg

 

Its animated and has textures... but what is going on with it?

 

Can someone please look over my files and tell me what was done wrong?

 

http://www.putlocker.com/file/3872F8B79809DE6E

Edited by jet4571
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@huckpie

 

you forgot to set the number of skinpartition in clothes nitrishape...it still using "BP_torso" thats why it wont show up..make sure you number it corettly which i think its 32..

 

I only just realised this important step is not actually mentioned in the OP. Not cool.

 

also note the tangents and binormals are totally borked. you need to update tspace.

 

How can I fix those things? Do I have to do them all in the Skope or in Max? Also, which specific Nifskope version should I use?

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@huckpie

 

you forgot to set the number of skinpartition in clothes nitrishape...it still using "BP_torso" thats why it wont show up..make sure you number it corettly which i think its 32..

 

I only just realised this important step is not actually mentioned in the OP. Not cool.

 

also note the tangents and binormals are totally borked. you need to update tspace.

 

How can I fix those things? Do I have to do them all in the Skope or in Max? Also, which specific Nifskope version should I use?

Spells>batch>update tangent space to recalc the vertex normals

 

and in the BSDismemberSkinInstance under partition you'll see body part, it'll be set as BP_Torso. Change "BP_Torso" to "32"'.

Edited by Ghogiel
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