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3Ds Max Exported nifs are offset?


fussionzz97

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I'm facing a problem with my custom meshes/nifs when exporting them from Max.

 

So this is my mesh that I've exported from max viewed in NifSkope

http://image.prntscr.com/image/e49d365e49094ce68518816e9eeef225.png

 

and this is just the vanilla vault suit extracted from FO4's files

http://image.prntscr.com/image/d5b68908175c4a9b9491696f3ac401f9.png

 

You can see one is above and the other is below the grid. I continued to work on my mesh assuming it was fine because it's correct for it to be above the grid in every 3D application as below is in negative space. I later looked into this and found out every nif (in FO4 and other mods) is below the grid and working with bodyslide my mesh is offset to all the templates making the process very horrible.

 

What I find odd is the mesh is perfect in-game. Could anyone explain how and why its like this?

Export settings: http://image.prntscr.com/image/049de7caca18441aa31043f5d11bdf7a.png

 

Thanks.

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You could set the mesh in nif skope to be on the 0,0,0. I think you can do that via right clicking the node and selecting Edit Transform, or something. Not sure, haven't used nifskope in a long time.

 

And in the 3D program, the "point of axis" for a body mesh, should be the feet, so that when it is on the 0,0,0 it will be centered and standing on top of the grid.

 

Edit: On import, the skeleton/mesh should be on the 0,0,0 by default.

Edited by EveningTide
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You could set the mesh in nif skope to be on the 0,0,0. I think you can do that via right clicking the node and selecting Edit Transform, or something. Not sure, haven't used nifskope in a long time.

 

And in the 3D program, the "point of axis" for a body mesh, should be the feet, so that when it is on the 0,0,0 it will be centered and standing on top of the grid.

 

Edit: On import, the skeleton/mesh should be on the 0,0,0 by default.

 

Yes, when I first started out the imported rig/mesh was on 0,0,0 and that's what I built around.

 

My meshes are zeroed out with the pivot at the feet. http://image.prntscr.com/image/0caa22c0a1714e8ab6b8257827f313ab.png

 

The problem is why are all the other Nifs (FO4 and other mods) under the grid?

 

I've tried manually adjusting the transform in both nifskope and bodyslide but it's not perfect and the way I'd like to do it.

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That makes me think it's an issue with the importer. I don't know what else to tell you there.

 

But isn't that Max doing the right job by importing & exporting all on 0,0,0 above the grid instead of below?

 

Might have to tinker around a bit more...

 

Thanks for your reply's :)

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Zero is at the center of head in FO4, not at base of feet like in previous games. Import the vanilla body then move your model down to match. Then Hierarchy>Affect Pivot Only -- Select and Move to 0,0,0. Utilities>ResetXForm>Reset Selected.

 

 

I don't know if its true for all meshes, but skinned meshes in Fallout 4 have a negative Z value, with the animations then accounting for that. Dunno why Bethesda decided that is a good idea, but it's Bethesda.

 

Well, that explains it! Although as I've mentioned when importing any vanilla nifs it appears like so: http://image.prntscr.com/image/0f09de07904b47c7aa211e6260362e66.png and not in the negative like it previews in nifskope. So i'd still have to wing it if i were to correct it in Max?

 

My import settings: http://image.prntscr.com/image/79515057ebfa4557a1898be60ac3cc99.png

 

After tinkering around I've imported both the vanilla mesh and my custom mesh into bodyslide and i'm just awkwardly lining it up in there.

 

How are you guys accomplishing this?

Edited by fussionzz97
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