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Need help please (3ds Max nif skeleton)


sirxazor

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This is the current working skeleton that lets me ride Snowy Sabre Cat in skyrim:

 

http://img819.imageshack.us/img819/6563/skebefore.jpg

 

This is how the skeleton looks in 3ds max when I import it:

 

http://img209.imageshack.us/img209/1742/skemax.jpg

 

And this is how the skeleton looks after I move the SaddleBone to the correct placement so that it aligns ingame:

 

http://img835.imageshack.us/img835/3324/skeafter.jpg

 

Can someone please tell me how to do this correctly WITH SKELETONS... thank you

 

EDIT:

 

also, I tried just adding the modified SaddleBone (After 3ds max edit) to the working skeleton, and it crashes the game when I spawn the NPC...

Edited by sirxazor
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also, I tried just adding the modified SaddleBone (After 3ds max edit) to the working skeleton, and it crashes the game when I spawn the NPC...

This would be the way to do it. It should be as simple as adding a ninode to the working skeleton, aligning it, naming it correctly and linking up a transform controller, collision and constraint

 

You will never be able to import a working skeleton into max, which would strip a lot of key nodes that are required for skeletons and every single ragdoll constraint, and never be able to create those in max and export them directly from there, as they are not supported by the niftools plugin at all. in either import or export.

Edited by Ghogiel
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I tried to check why just adding the modified SaddleBone was crashing the game in the working skeleton, and I saw some differences:

 

http://img850.imageshack.us/img850/1363/workingnot.jpg

 

http://img52.imageshack.us/img52/5312/workingnot2.jpg

 

Is there anyway I can change these so they match? maybe then the game will stop crashing?

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woah hold up, so the collision object converted itself to a different block type at the moment you pasted it into the working skeleton? like it turned itself from a bhkBlendCollisionObject to a bhkCollisionObject simply from copy pasting it from one nif to another? that like just doesn't happen..
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I managed to get it to work using the edited SaddleBone from 3ds max, this is what I did:

 

I removed bhkBlendCollisionObject and NiTransformController from the crashing skeleton (with the modified SaddleBone for better placement) and I copy pasted the ones from the working skeleton then changed the values so they match. It worked, HOWEVER, the character ROTATES when you are moving while mounted... Think you can help me out? thx

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