beardofsocrates Posted June 7, 2018 Share Posted June 7, 2018 Hi all! I'm working on a custom mesh, and came across a bit of an issue. When I go to export out of 3DS Max, the model is in the intended position, along with the bones but the bounding spheres are at the origin point in nifskope. This is causing the mesh to be invisible when in-game. Without having to physically move each single one is there a way to correct this? Haven't had this problem with any other mesh before. Link to comment Share on other sites More sharing options...
VIitS Posted June 7, 2018 Share Posted June 7, 2018 It's been a little while since I ran into that myself, but if I remember correctly it has to do with the pivot point. If you move the pivot points for each piece of the mesh to 0,0,0, that should fix it I think. Link to comment Share on other sites More sharing options...
beardofsocrates Posted June 8, 2018 Author Share Posted June 8, 2018 Thanks for the suggestion! Looking in 3DS Max the pivot point already appears to be at 0,0,0 for the mesh. =/ Link to comment Share on other sites More sharing options...
ehtyeci Posted June 8, 2018 Share Posted June 8, 2018 Using "Update Bounds" in nifskope should recalculate the sphere based on a generated bounding box instead of a mesh's origin. When you introduce a mesh into nifskope, you should always load it from the origin point, with the center of the mesh starting at the nifskope origin, then use transform to procedurally move it to its intended position. The reason for this is that meshes are half-precision unless flagged as full (you shouldn't really use full precision) and geometry gets distorted the further away from center it is loaded into nifskope. If it starts at origin (with no distortions), then procedurally moved to its intended space, it keeps its shape. Link to comment Share on other sites More sharing options...
beardofsocrates Posted June 12, 2018 Author Share Posted June 12, 2018 Thanks for the suggestion! Looking in 3DS Max the pivot point already appears to be at 0,0,0 for the mesh. =/Thanks for the idea! I don't see an update bounds option in nifskope, but setting the object coordinates, before exporting, to 0,0,0 lines it up with the bounding spheres. However it still doesn't appear right in the CK. The mesh is displayed, but it's at the 0,0,0 point even though I changed the coordinates BSSubIndexTrishape. Link to comment Share on other sites More sharing options...
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