fussionzz97 Posted September 27, 2016 Share Posted September 27, 2016 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 NifSkopehttp://image.prntscr.com/image/e49d365e49094ce68518816e9eeef225.png and this is just the vanilla vault suit extracted from FO4's fileshttp://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. Link to comment Share on other sites More sharing options...
EveningTide Posted September 27, 2016 Share Posted September 27, 2016 (edited) 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 September 27, 2016 by EveningTide Link to comment Share on other sites More sharing options...
fussionzz97 Posted September 27, 2016 Author Share Posted September 27, 2016 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. Link to comment Share on other sites More sharing options...
EveningTide Posted September 27, 2016 Share Posted September 27, 2016 That makes me think it's an issue with the importer. I don't know what else to tell you there. Link to comment Share on other sites More sharing options...
fussionzz97 Posted September 27, 2016 Author Share Posted September 27, 2016 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 :) Link to comment Share on other sites More sharing options...
DizzasterJuice Posted September 27, 2016 Share Posted September 27, 2016 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. Link to comment Share on other sites More sharing options...
FiftyTifty Posted September 27, 2016 Share Posted September 27, 2016 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. Link to comment Share on other sites More sharing options...
EveningTide Posted September 27, 2016 Share Posted September 27, 2016 (edited) That's stupid.. it just adds more steps for the modeler. -.- Edited September 27, 2016 by EveningTide Link to comment Share on other sites More sharing options...
fussionzz97 Posted September 28, 2016 Author Share Posted September 28, 2016 (edited) 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 September 28, 2016 by fussionzz97 Link to comment Share on other sites More sharing options...
FiftyTifty Posted September 28, 2016 Share Posted September 28, 2016 You don't adjust the body mesh. You leave it be, and work on it below the grid. Link to comment Share on other sites More sharing options...
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