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3Ds Max Exported nifs are offset?


fussionzz97

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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?

 

Select the Skin modifier and under Advanced Parameters uncheck "Always Deform" and it will move down to where it is supposed to be.

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  • 2 years later...

Hi there,

 

I am having a similar issue. I found a set of skyrim shoe meshes which I try to import for FO4.

Strange thing is (following the exact same procedure) some work some don't.

For those who don't this means the mesh shows in correct position in Blender, Nifscope and Outitstudio ..

.. but in Game hey float offset to the character at an strange angle in space (however they follow the character).

 

My procedure (which worked in 5 of 7 instances) was:

 

1) open the skyrim *nif with OutfitStudio -> export *.obj

2) import the *.obj into blender -> create separate *.obj for left and right

3) in blender: separate shoe and foot int separate *.obj

4) in blender: import a FO4 body obj (created with OutfitSudio)

5) in blender: slice away the original feet

6) in blender: attach the feet created under 3) and save new mesh as *.obj

7) in Outfit Studio: open *.nif used before to create the *.obj body for step 4)

8) import the *.obj step 6)

9) copy weight, textures and material properties to new *.obj

10) Delete the source

11) Write the resulting body -> new *.nif with references

12) Import the 2x shoes *.obj

13) Copy weight, textures and material properties to new meshes

14) Export to new *.nif

 

However I have 2x set of *.nif, representing the left and right shoe, where this procedure works partially only. The new shoes show up in game, have the right texture / material, move along with the actor, but ....

 

... they appear strangely offset and rotated to the character.

 

Being a newbee to the forum (not totally new to modding) I am seeking advice, hints and possibly a working solution for my offset / rotated *.nif issue.

 

any advice apreciated

Gunter

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meh, if it looks good in game who cares, just turn off grid in nifskope if its in the way.

 

This model looks fine in game and in Outfit studio, but it looks like this in nifskope. idk why but I don't care either. Outfit studio seems to replicate how things look in game better so I use that rather than nifskope for adjustments of small pieces. https://imgur.com/a/OWFwJC3

 

*edit, I never realise how old these posts are.... damn. haha

Edited by Guest
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Hi there,

 

I am having a similar issue. I found a set of skyrim shoe meshes which I try to import for FO4.

Strange thing is (following the exact same procedure) some work some don't.

For those who don't this means the mesh shows in correct position in Blender, Nifscope and Outitstudio ..

.. but in Game hey float offset to the character at an strange angle in space (however they follow the character).

 

My procedure (which worked in 5 of 7 instances) was:

 

1) open the skyrim *nif with OutfitStudio -> export *.obj

2) import the *.obj into blender -> create separate *.obj for left and right

3) in blender: separate shoe and foot int separate *.obj

4) in blender: import a FO4 body obj (created with OutfitSudio)

5) in blender: slice away the original feet

6) in blender: attach the feet created under 3) and save new mesh as *.obj

7) in Outfit Studio: open *.nif used before to create the *.obj body for step 4)

:cool: import the *.obj step 6)

9) copy weight, textures and material properties to new *.obj

10) Delete the source

11) Write the resulting body -> new *.nif with references

12) Import the 2x shoes *.obj

13) Copy weight, textures and material properties to new meshes

14) Export to new *.nif

 

However I have 2x set of *.nif, representing the left and right shoe, where this procedure works partially only. The new shoes show up in game, have the right texture / material, move along with the actor, but ....

 

... they appear strangely offset and rotated to the character.

 

Being a newbee to the forum (not totally new to modding) I am seeking advice, hints and possibly a working solution for my offset / rotated *.nif issue.

 

any advice apreciated

Gunter

 

 

IDK why you are wanting Left and right as separate? It should be one piece. make it as obj, import to outfit studio and then export as nif. It might be that simple, but probably not.

 

if not, open in nifskope double click on Num Strings and set to zero, hit the green arrows to refresh that selection. Next delete the BsSkinInstances from every BsTrishape.

 

One that is done you should have a basic nif of the shoes that contains no bone data.

 

open it in Outfit Studio and import a reference outfit. Any outfit would probably do. move the shoes to match the position of the shoes on the reverence outfit as close as possible, then copy bone weights.

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