sirxazor Posted February 11, 2012 Share Posted February 11, 2012 (edited) 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 February 11, 2012 by sirxazor Link to comment Share on other sites More sharing options...
Ghogiel Posted February 11, 2012 Share Posted February 11, 2012 (edited) 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 February 11, 2012 by Ghogiel Link to comment Share on other sites More sharing options...
sirxazor Posted February 12, 2012 Author Share Posted February 12, 2012 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? Link to comment Share on other sites More sharing options...
Ghogiel Posted February 12, 2012 Share Posted February 12, 2012 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.. Link to comment Share on other sites More sharing options...
sirxazor Posted February 12, 2012 Author Share Posted February 12, 2012 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 Link to comment Share on other sites More sharing options...
Ghogiel Posted February 12, 2012 Share Posted February 12, 2012 Sounds like a controlled block in the animation rotating bone. but don't think it would be that as those animations can't really be controlling that bone, no way they have keys for that bone, as you just added it yourself. Not sure myself sorry. Link to comment Share on other sites More sharing options...
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