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can not export nif in 3ds max 2011


LoganWPatch

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Yes, you are right about the skin pasting, but i done this because i am trying to add physics to the armor. It is written in the tutorial.

 

The warning message pops up in two cases - when there is a problem with the skin modifier or with the BSDismember or at least this was written in a few times.

 

I am not sure but i think that the problem is that i am trying to add another body to the skeleton, because this skeleton was made for the CHSBHC BBP body (with physics) and i am trying to do it with a CBBE body mesh. I came to this conclusion because i already adapted this TERA Armor to the CHSBHC Body and there was no problem with the body or the armor except for the warning messages.

 

The problem is that i am playing as a male and i want to use this armor with physics for my NPCs. But since Lydia is with 100 weight slider i don't like how she looks with the body_1 mesh. That's why i am trying to adjust the CBBE body to the physics and the armor.

If there is another method to accomplish what i want i will be a one very happy noob.

 

I am very eager to learn but it seams that those are a lot more advanced things and it seems that i will have to start from scratch with 3DMax and learn a few basic things before jumping to such manipulations :))))

So you are trying to get the CBBE body skinned to the rig cherryhotlings made.. in addition to that, you want to skin an outfit to that rig with the boob bones as well?

 

If that is correct, And I am not at all familar with these mods and have no idea what is going on in them, so bare with me here.

first is to skin CBBE body mesh to that rig. have the rig and the cherrys body that goes with it in scene. Now import both the CBBEs _0 and _1 meshes. delete the BSdismember modifiers for now. I would check the morph integrity at this point to make sure the _0 _1 bodies vert order is still intact.. The CBBEs should be 99% skinned already, all you have to do is add the new bones missing in the skin, probably named appropriately: breasticles or some such. Now you just need to paint a little bit weights. refer to how cherrry skinned to see how strongly weighted those parts are to those bones.

 

You probably can paste the skin from one of the CBBE bodies to the other, saving you having to skin twice. now add the BSdismember modifiers and you can export. That takes care of the CBBE body being rigged to cherrys rig, just some nifskope faff and it's all good. You pretty much do the same with the outfit. Just import both _0 _1/ or which every and make the other morph. Skin it correctly to the rig. add dismember and export.

 

Nothing fancy, About the most fancy thing is the BSdismember modifier

 

Thanks a lot,

 

I am at work now but I'll try this the minute i get back home and will post some picks if I accomplish anything (i hope i will :))

Edited by mrdi666
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=

Yes, you are right about the skin pasting, but i done this because i am trying to add physics to the armor. It is written in the tutorial.

 

The warning message pops up in two cases - when there is a problem with the skin modifier or with the BSDismember or at least this was written in a few times.

 

I am not sure but i think that the problem is that i am trying to add another body to the skeleton, because this skeleton was made for the CHSBHC BBP body (with physics) and i am trying to do it with a CBBE body mesh. I came to this conclusion because i already adapted this TERA Armor to the CHSBHC Body and there was no problem with the body or the armor except for the warning messages.

 

The problem is that i am playing as a male and i want to use this armor with physics for my NPCs. But since Lydia is with 100 weight slider i don't like how she looks with the body_1 mesh. That's why i am trying to adjust the CBBE body to the physics and the armor.

If there is another method to accomplish what i want i will be a one very happy noob.

 

I am very eager to learn but it seams that those are a lot more advanced things and it seems that i will have to start from scratch with 3DMax and learn a few basic things before jumping to such manipulations :))))

So you are trying to get the CBBE body skinned to the rig cherryhotlings made.. in addition to that, you want to skin an outfit to that rig with the boob bones as well?

 

If that is correct, And I am not at all familar with these mods and have no idea what is going on in them, so bare with me here.

first is to skin CBBE body mesh to that rig. have the rig and the cherrys body that goes with it in scene. Now import both the CBBEs _0 and _1 meshes. delete the BSdismember modifiers for now. I would check the morph integrity at this point to make sure the _0 _1 bodies vert order is still intact.. The CBBEs should be 99% skinned already, all you have to do is add the new bones missing in the skin, probably named appropriately: breasticles or some such. Now you just need to paint a little bit weights. refer to how cherrry skinned to see how strongly weighted those parts are to those bones.

 

You probably can paste the skin from one of the CBBE bodies to the other, saving you having to skin twice. now add the BSdismember modifiers and you can export. That takes care of the CBBE body being rigged to cherrys rig, just some nifskope faff and it's all good. You pretty much do the same with the outfit. Just import both _0 _1/ or which every and make the other morph. Skin it correctly to the rig. add dismember and export.

 

Nothing fancy, About the most fancy thing is the BSdismember modifier

 

Thanks a lot,

 

I am at work now but I'll try this the minute i get back home and will post some picks if I accomplish anything (i hope i will :))

 

OK, I have done all the steps involving the body_0 and body_1 meshes but apparently i am missing something, because when i export and open the two edited CBBE body meshes in NIfScope the number of the vertices in the NiTriShapeData are different. I checked the two meshes before importing them in 3D Max and the vertices were OK. I am doing something wrong or i am skipping something important in the process.

Edited by mrdi666
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are you welding verts at export?

 

By default in the export window the weld is 0,0100, i made it 0.0 at export. Is this the wright thing to do or i should keep it at 0.0100?

In fact when i copy the two meshes in the Data folder the game starts and runs fine. No CTD, nothing, I have a nice CBBE body with physics. I even manage to reduce the bouncing by less painting of the weights. Didn't check the weight slider to see if it's working though.

 

Once again, thank you for the time and the advices Ghogiel.

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are you welding verts at export?

 

By default in the export window the weld is 0,0100, i made it 0.0 at export. Is this the wright thing to do or i should keep it at 0.0100?

 

I wish this version of the exporter actually kept your last used export options like previous ones did, It is is a tiny fraction, but if any verts are in that threshold then they would get welded, I would leave it at 0, all my verts would be where I would want them and if on the off chance that i had some vert withing the 0.01, I probably would rather leave it than ave it get welded and possibly mess up my morph.

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are you welding verts at export?

 

By default in the export window the weld is 0,0100, i made it 0.0 at export. Is this the wright thing to do or i should keep it at 0.0100?

 

I wish this version of the exporter actually kept your last used export options like previous ones did, It is is a tiny fraction, but if any verts are in that threshold then they would get welded, I would leave it at 0, all my verts would be where I would want them and if on the off chance that i had some vert withing the 0.01, I probably would rather leave it than ave it get welded and possibly mess up my morph.

 

 

Finally, after a lot of try and error I've got a perfect new CBBE body with physics and a beautiful armor attached to it :). This was a hell of a process and thanks to you Ghogiel and some tips from Whiterabbit0 i managed to finish this task.

However i still have some clipping on the armor, under the breasts, while sneaking and i have to work on that but the hard work is done i think. I read somewhere on Nexus that there is a way to delete a parts of the body that are fully covert by the armor to get rid of the clipping but maybe this will screw the vertices on the mesh so I'll try to deal with it in another way.

 

Thanks for all your tips and advices Ghogiel!

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  • 1 month later...
I editing existing hairstyle. Import it. It has 2 parts with 3 modifiers each. I attach them to have one part. Now i have one mesh with 1 modifier (Editable Mesh). I import original hair, use Skin Wrap. Get skin modifier. Delete skin wrap, and imported original hair. Add Bsdskinmodifier. And while exported 3ds max crashes. What i did wrong?
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