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Bows become blobs


Mironic

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I used Metasequia.

 

:| its different... its like maya, just with less options...

also prob 100$ cheaper... meta is like $25

 

lol... i just need to know the weights since nifscope wont explort .obj with weights still attatched.

 

I have never heard of that program in my life XD I can't help you there. I'm gonna advice you look into blender since it is completely free and is widely supported around here. You will never be able to export a .obj with weights you will always have to have the support of the nifskope plugin to export it directly as a .nif file.

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I used Metasequia.

 

:| its different... its like maya, just with less options...

also prob 100$ cheaper... meta is like $25

 

lol... i just need to know the weights since nifscope wont explort .obj with weights still attatched.

 

I have never heard of that program in my life XD I can't help you there. I'm gonna advice you look into blender since it is completely free and is widely supported around here. You will never be able to export a .obj with weights you will always have to have the support of the nifskope plugin to export it directly as a .nif file.

you never heard of meta or maya :| i find that hard to beleive...

 

all i want is the weight data....... where to put the weights on what part of the bow... Thats all im asking D:

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I know maya, I use it occasionally for animating and smoothing, never really modeling though. To figure out the weights look at a vanilla bow in your program and look at it's weights. Just make yours similar. If you don't understand that much then I can't help you.
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lol... i just need to know the weights since nifscope wont explort .obj with weights still attatched.

obj does not support skinning.

 

http://images.sodahead.com/profiles/0/0/2/3/5/6/3/0/5/Facepalm-53110262622.jpeg

 

Sir i know... i was asking what the weights were... i did not ask if obj supported them or not... i need numbers...

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You stated that as if it was a deficiency on nifskopes behalf and not a limitation of the file format itself. knowing any skin weights for other bows won't help you if you are exporting as an obj. So if you aren't doing that as you stated, then forgive me. But if you are wanting skin weights and not using a niftools exporter for max, maya or blender, you will not beable to get skindata into a nif. Unless you are atempting to decipher the vertex order in nifskope and hand input vertex weights... :wacko:

 

this sums it up.

You will never be able to export a .obj with weights you will always have to have the support of the nifskope plugin to export it directly as a .nif file.
Edited by Ghogiel
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I managed to get a working bow using a skin wrap modifier and then correcting the skin weights by hand (in max, of course).

 

The object deforms properly in game, but now I Have a separate problem. There is no collision object in the 3DS Max mesh.

 

When I try to drop the bow, it does not havok properly, nor can I interact with it. One time when I was very very lucky, it hung in mid air in front of me, but most times, it simply disappears altogether. Does anybody know how to deal with the collision of the item? If I can get this sorted, I'll have a complete bow and I can begin writing up a tutorial on how to get bow meshes in-game successfully.

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  • 4 months later...
try copying over the collision data from a vanilla bow. Make sure you put it in the right place (it should be connected to the ninode for the mid_bone. It'll be referenced just above the children) and make sure when you save to have auto-sanitize turned off when saving. There is a tutorial on this site but i too am finding it hard to import my custom bows. I got one working but am now stuck on my second.
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