dovapix Posted March 14, 2017 Share Posted March 14, 2017 Hi guy's, There is so much confusion on the versions of niftools plugin to use with 3ds max that i want to ask if anyone have found a definitive and clear answer? My subscription give me access to 3ds max 2013 to the actual 2017 version so is it possible to export bones with one of these versions? My goal is to export a custom tree rigged with bones! Link to comment Share on other sites More sharing options...
dovapix Posted March 14, 2017 Author Share Posted March 14, 2017 No one know this on the whole Nexus? Link to comment Share on other sites More sharing options...
Lisselli Posted March 14, 2017 Share Posted March 14, 2017 There is a plugin for 2013 on Oldrim's nexus. Otherwise..get the plugin for 2012(i.e. you will need 2012 and autodesk seems to have something against backwards compatibility). Also on Oldrim nexus made by figment. Link to comment Share on other sites More sharing options...
dovapix Posted March 14, 2017 Author Share Posted March 14, 2017 There is a plugin for 2013 on Oldrim's nexus. Otherwise..get the plugin for 2012(i.e. you will need 2012 and autodesk seems to have something against backwards compatibility). Also on Oldrim nexus made by figment.Hi Liselli, The amount of confusion over this mostly important matter is simply staggering! Some forums users mention they have them working in 3ds max 2016 and 2014 and other said it does not work for them. I can easily get 3ds max 2012 but the problem is since i am on a 2300$ subscription i can have my license revoked! And the guy's at Niftools don't give a damn about this anymore, sorry state of affair in the modding community. Link to comment Share on other sites More sharing options...
Lisselli Posted March 15, 2017 Share Posted March 15, 2017 (edited) Well, I am 100% sure the plugin for 3DS Max 2013 works, the author made it for that version. https://tesrenewal.com/forums/tools-and-coding/nif-importexport-plugin-for-3dsmax-2013Read through that old thread first before deciding to download. Note: REAL OLD THREAD, AND THE AUTHOR HASN'T BEEN AROUND FOR 2 YEARS. On the niftools team: It's not that they don't give a damn.. Time has swallowed them over the years - Oblivion released almost 11 years ago. When Skyrim came out, they were met with huge changes to the nif format between both games, and most had already moved on due to real life or otherwise. There was once a 3DS Max developer with them, but that person long long moved on. No one else has stepped up and the Niftools team slowly started dying off. Also in the case of Blender, the devs for Blender changed the API dramatically after 2.49 and there was hardly any documentation on their changes - this was the main thing that hampered the remaining members of the niftools team when working with Skyrim. With that all on the their plate, there was no way to get a functional plugin out in reasonable time. The sorry state of affair in the modding community is a symptom of folks not stepping up to carry on the work of someone else, or trying it out themselves. Everyone wants cake, but no one wants to help bake it. It's like when you know how much work is involved, you wont try.I'm not saying you're like that - I used to be a modeler(I guess 3D Artist sounds less confusing), that takes a ton of time. Edited March 15, 2017 by Lisselli Link to comment Share on other sites More sharing options...
dovapix Posted March 15, 2017 Author Share Posted March 15, 2017 Well, I am 100% sure the plugin for 3DS Max 2013 works, the author made it for that version. https://tesrenewal.com/forums/tools-and-coding/nif-importexport-plugin-for-3dsmax-2013Read through that old thread first before deciding to download. Note: REAL OLD THREAD, AND THE AUTHOR HASN'T BEEN AROUND FOR 2 YEARS. On the niftools team: It's not that they don't give a damn.. Time has swallowed them over the years - Oblivion released almost 11 years ago. When Skyrim came out, they were met with huge changes to the nif format between both games, and most had already moved on due to real life or otherwise. There was once a 3DS Max developer with them, but that person long long moved on. No one else has stepped up and the Niftools team slowly started dying off. Also in the case of Blender, the devs for Blender changed the API dramatically after 2.49 and there was hardly any documentation on their changes - this was the main thing that hampered the remaining members of the niftools team when working with Skyrim. With that all on the their plate, there was no way to get a functional plugin out in reasonable time. The sorry state of affair in the modding community is a symptom of folks not stepping up to carry on the work of someone else, or trying it out themselves. Everyone wants cake, but no one wants to help bake it. It's like when you know how much work is involved, you wont try. I'm not saying you're like that - I used to be a modeler(I guess 3D Artist sounds less confusing), that takes a ton of time.Hi Lisselli, OK then i will give it a try and yesterday on another Skyrim modding forum a guy told me that even 2017 was working so i will have to test both to see if it is indeed working. Regarding the niftools i agree this is sad to see no one taking the flag to carry on anymore since the next TES game will probably have less tools to work with. I will comment back if i am successful with either versions. Thank again for the replies. Link to comment Share on other sites More sharing options...
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