Triforce1 Posted March 11, 2008 Share Posted March 11, 2008 Okay. I have 3ds Max 2008 and I want to be able to make my own models as well as mess with the ones that come stock with Oblivion. I am slowly gaining experience with 3ds but I don't know how to import the models from Oblivion and I don't know how to export them to there. But I'll just stick to importing and modifying right now. Also, how can you animate the models once you have them in 3ds? Do they come with skeletons that you can drag like normal or do you have to build them? I am trying to take the Akatosh model and animate it differently to make...never mind. Anyway, any help would be great. Link to comment Share on other sites More sharing options...
Unavi Posted March 12, 2008 Share Posted March 12, 2008 Hi, the easiest way of importing meshes to 3ds max,i think it would be by importnig oblivion model .nif files into nifskope and then exportnig them (you can only export obj..but probably Max has an obj importer), and again importing them in max 3ds. I use Blender with a .nif import script...it is much easier, but you'll need Nifscope anyway, when you will be ready to import your models in the game (im sure there are lots of tutorials about this so i won't go specific).About skeletons...i'm not sure but i think they are seperated form the models...OH almost forgot.. you need oblivion BSA Commadner . It will unpack the oblivion models so you will be able to import them.this is all i can tell you, becouse i'm still learning this things...well hope it helps! Link to comment Share on other sites More sharing options...
Vagrant0 Posted March 13, 2008 Share Posted March 13, 2008 Hi, the easiest way of importing meshes to 3ds max,i think it would be by importnig oblivion model .nif files into nifskope and then exportnig them (you can only export obj..but probably Max has an obj importer), and again importing them in max 3ds. I use Blender with a .nif import script...it is much easier, but you'll need Nifscope anyway, when you will be ready to import your models in the game (im sure there are lots of tutorials about this so i won't go specific).About skeletons...i'm not sure but i think they are seperated form the models...OH almost forgot.. you need oblivion BSA Commadner . It will unpack the oblivion models so you will be able to import them.this is all i can tell you, becouse i'm still learning this things...well hope it helps!There is a 3ds .nif importer/exporter. You can get it, and nifscope over at niftools. As for how to stuff, there are a few useful tutorials over at the Wikihttp://cs.elderscrolls.com/constwiki/index.php/Main_Page As for trying to animate a mesh, someone has already taken the Akatosh mesh and animated it to be a mount or to be a creature in game. Sorry to break it to you. That said, animating meshes is a rather complicated task, and requires a good understanding of what you're doing both within 3dsmax, nifscope, and the CS (among other tools). Bones are contained within seperate files, but the two need to be imported/exported together. Animations require additional tools since the .nif plugin for max doesn't export .kf properly. It should however be mentioned that if custom animations or creatures were something that anyone could be able to walk in and do, there would be more of them around. Currently there are next to no new creatures (with new bones), and only very basic animation mods. You should probably try to focus on some of the other things which can be done with 3dsmax, rather than try to go for something difficult the first time out. Link to comment Share on other sites More sharing options...
Triforce1 Posted March 16, 2008 Author Share Posted March 16, 2008 I am fully aware of the Akatosh Mount Mod - it is one of the best ones there are. However, what I need to do is a bit less..."game-bound". I am creating a CGI film using 3ds Max and video compositing softwares. I was hoping to be able to use the cool akatosh model that is already in the game. So now that you know what I am up to... Link to comment Share on other sites More sharing options...
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