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(Video Tutorial) How to get Skinned Meshes into game


somuchmonsters

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So hey! I realized that my original thread is inappropriate for the last couple of videos as they are not about weapons and armors are more complex. There will be a few more videos that are specific to armor and creature exporting so i felt it merits a new thread for searchability. Weapon stuff will remain in my weapon thread!

 

So here: the last video I made that shows you how to utilize my tool, So Much Morpher. This tool will assist you in keeping parity between your skinny and fat weight slider as well as automatically skin your model.

 

Here's the video:

 

 

The tool is linked in the description, but here's a link:

www.joepikop.com/SoMuchMorpher.zip

Edited by somuchmonsters
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Nice and many thanks.

 

However, can you specify here and correct your youtube post that this is only for Max12: i failed to setup the script on Max10 and Max11, crush on the max file load.

 

C drive issue can be easily edited in the script text file.

 

I would add some recommendations about the starting new model (size, position, etc.). Those who know that basically do not need the script.

 

I am very curious about bone envelopes: they look like completely messed up after import with NifTools Max plugin. When I have corrected them and exported the model after re-skinning, in the game (but not in NifScope) the model geometry was totally corrupted. It seems as if the importer works correctly, the BS skeleton original model is odd.

 

:smile:

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The max file issue I will correct when I get to work some time tomorrow so version shouldnt matter. THe script itself will work on any max version since 5 or so. The max file was just created in 2012. I'll make it max9 compatible.

 

The envelopes are not used because of the way skin wrap works. It's copying weight data vert by vert. I am not sure I have ever encounter a soul in games who used envelopes to skin a character. It always gets done on a more granular and controlled level.

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I have max 2012, the 64 bit version, same as you, but the entire SoMuchMorpher thing doesn't want to work at all for me. After putting both files in the right places (100% positive of this) and launching Max = Absolutely nothing happens, no pane, no button on the toolbar; it's business as usual.

 

Even when MaxScript => RunScript and selecting SoMuchMorpher.ms nothing happens. No warnings, no errors, just lots of nothing.

 

Thoughts?

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I have max 2012, the 64 bit version, same as you, but the entire SoMuchMorpher thing doesn't want to work at all for me. After putting both files in the right places (100% positive of this) and launching Max = Absolutely nothing happens, no pane, no button on the toolbar; it's business as usual.

 

Even when MaxScript => RunScript and selecting SoMuchMorpher.ms nothing happens. No warnings, no errors, just lots of nothing.

 

Thoughts?

 

A tool? And a video tutorial? You're the beast.

 

Will this work with 3dsmx 2010?

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Great work. Just to be sure, this generates, from a single armor mesh, the appropriate light and heavy versions for the vanilla Skyrim bodies only, and applies the proper skinning and BSDismember? Edited by jimhsu
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