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Tutorial: 3ds Max Skinned Meshes Into Game


Vannus

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total noob here, i'm trying to add a recolor to skyrim but don't want to replace the original. i'd like for it to be an item i can say, drop in a cell for the player to pick up. any suggestions on how i can do that without replacing the original textures?
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make your textures and put them somewhere in data\textures\

 

the rest is done in the ck. copy the entry of the armor you wish to recolor but not replace. Make a textureset with your textures. Apply texture set to the copy of the armor you just made.

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Hi I am still haveing some times morph problems , this time I created a new mesh , edited , I created a box polygon attach to it the new mesh then I delete the box to make sure is like a new totally from scratch and clean vertex ordered polygon , then I rig, skin and add the bdsmemberment modifier as usual export and all is fine ingame in the _1 shape ... then I just slightly move the vertices of the armor to adapt to an imported _0 body model , that I won't use in the final nif but I use as reference in max to model the armor .. so I move the vertices with a soft modifier to adapt to the _0 shape and I export .. I test the _0 model and all is fine ... the problem is for the in between moprhs , sometimes they are totally crazy other times they are just a few verices scattered around , anyway the morph is not % 100 perfect ... any idea what can be the cause ? I have tried the latest 3dsmax plugin but it didn't import the bone links so I removed and I reinstalled the 20 .7 version and since then I am having problems ...

 

any idea ?

I have done other esperiments with all sort of trying of exporting I am getting a 197 kb export and 197 kb export on the same mesh with no alteration , with slight movement of vertices I get one of the two to 196 kb , why that? shouln't they be just the same size? well the result is the bad morphing ... now is it an exporter issue? is there something messed up during exporting? whats the most reliable exporter?

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Hello......... :confused:

 

I'm back.... I haven't played Skyrim or any other game since around the time of my first post on this thread, well, actually before that.. I have spent pretty much my entire time (when not at work or being forced to communicate with my other half) learning 3DS Max..

 

Watching tutorial videos, reading tutorials, here on 3DS Max Forums, FO3 & NV forums, Oblivion forums, *Forbidden Site*, the Official Beth forums, Lovers La and more...... :facepalm:

 

I am trying for the life of me to create a mesh that's combination of 2 or more Witcher 2 meshes which have been rigged/skinned for use in Skyrim..

 

These are the problems I am still facing despite my attempts at following every bit of information to the letter of each tutorial I have found..

 

http://i1083.photobucket.com/albums/j398/ActusReus/4.jpg

 

http://i1083.photobucket.com/albums/j398/ActusReus/3.jpg

 

My two meshes... one _0 and one _1...

 

Created _0.. The overcoat from Roche's Witcher 2 armour.. cut off the arms (cleanly) so that it was just the torso and skirt (or long coat but I was talking bones).. Imported Tamerian Heavy plate and deleted everything besides the arms and grieves (cleanly spent a long time making sure they fitted the coat perfectly).. Separated the grieves and the arms to be skinned and added BSDismemberment separately.. used Skin Wrap modifier from the original meshes I created the separate mesh's from.. Exported as _0..

 

... cloned it...

 

Added a Morph Modifier to the original _0 and set target as the parts of the clone which I enlarged (ages).. re did the BSDismemberment and exported as _1...

 

Did the Nifskope business and added it to replace the Stormcloak armour in the CK..

 

CRAZY LIGHT SHOW AGAIN !!! (as per my last couple of posts)...

 

Typed Showracemenu and put the weight sliders to max and min at which point the armour displayed correctly, except for bleeding mesh

 

http://i1083.photobucket.com/albums/j398/ActusReus/2012-03-28_00001.jpg

 

http://i1083.photobucket.com/albums/j398/ActusReus/1.jpg

 

Quit.... :mad:

 

went back into max as the scene was still there...

 

Deleted the Morph modifier from original, re did skin wrap and BSDismember on original _0 then did the same on the clone treating it as _1.. Exported both separate models..

 

repeated Nifskope and CK work for new Nifs..

 

CRAZY LIGHT SHOW !!! (sorry for anyone who wasnt aware of my previous posts, I mean by this not only exploding verts as the NPCs are using somewhere between max and min on the weight scale but also big bright colourful lights)..

 

However this time Major bleedthough mesh on _0 BUT NONE AT ALL ON _1

 

_1 (which was the clone) is perfect.. but my original has mesh bleed all over his legs.. :wacko:

 

I checked the Bone weight tables and nothing anywhere with verts with more than 4 bones..

 

I feel as though I am doing everything I have read I should do.. (probably not though and sorry if thats the case), is the Nif plugin whack? I can mess around vanilla armours all day but thats not what I am interested in..

 

any advice would be greatly appreciated again..

 

:facepalm:

 

ps sorry if this post isn't very well articulated, but its late, I had a long day at work and I am very tired and frustrated at spending each evening in front of my PC not getting anywhere.. modding IS supposed to be fun and I would be having the time of my life if I could get my head around making my own mash up custom armours..

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I checked the Bone weight tables and nothing anywhere with verts with more than 4 bones..

I have a feeling you didn't notice the scroll bar at the bottom of the weight table... with a body you have basically a few dozen bones at least, and 1000s of verts. It would be very time consuming to scroll down page after page, stopping at each page to scroll across trying to spot a stray vert weight. I've done this to check very small selections of verts like 20-100. But can't image doing it for a whole character..BRAIN MELT o_O

 

fortunately the fix for the bleed through mesh issue is easy. You can set bone affect limit to 4 in skin. or probably even make skin partition in nifskope, which should work to reduce num of bone weights per vert to 4 and shouldn't mess anything up< if it does mess something up it'll be the BSdismemberpartitions.. but I don't think it does. Can't remember though for sure.

 

As for your morph issue, assuming that when you use a morpher modifier on your mesh... the morph actually works in max> look back some pages in this thread and find where I mention snapshot, using that method should eliminate any potential problem, the exporter does work obviously, if you snapshot out a clone of your mesh in it's morph state then all the issue people have with smoothing or vert error should be shut down.

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You import both the _0 and _1 into the same scene. clone the _0. You can delete the skin and dismember modifier off the clone if you wanted and just paste those back off the original _0 once done. Now add a morpher. pick the _1 as the morph target and whack the the slider up to 100. From there you could probably use snapshot to create yet another clone off that clone of the _0 in the morph state to avoid any collapsing of the morpher or having to export with that in the stack or something. then paste the skin and dismember modifiers back on and you can delete the _1 and the first clone of the _0 with the morpher on it. then you can export both remaining meshes into the same nif in one go, and copy that nif and remove one version of the mesh from each leaving you with the 2 versions you needed.

 

Did absolutely nothing for me...

 

http://i.imgur.com/Ysh7o.jpg

 

I'm getting extremely frustrated. I want to get a damn workflow set up for this mod and I'm so close to being finished after two months of learning these tools.

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To solve the crazy lightning shadows you need to go to the advanced settings of the skin modifier go to bone max number and select 4 then under go to the max weight remove zero weight and set a proper value , I usually set like 0.05 or few more try different settings .... Tjis fixed the crazy shadows.... As for the crazy lightning its visible usually in interiors and affects bethesda vanilla modrls too it can be fixed in the lightning properties of the light source on each interior...
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