McMutton Posted June 22, 2012 Share Posted June 22, 2012 I'm a bit confused here; If there aren't any NIFTools that support Skyrim, how on earth have people been finishing their custom armours? I've been looking everywhere and haven't found a single solution. Link to comment Share on other sites More sharing options...
Ghogiel Posted June 22, 2012 Share Posted June 22, 2012 There are niftools plugins that support Skyrim for max. Alternatively export as a F3 version nif, this can be modified with nifskope to be skyrim usable Link to comment Share on other sites More sharing options...
McMutton Posted June 22, 2012 Author Share Posted June 22, 2012 Ah, I see. What about importing? Specifically, the skeleton for rigging? Link to comment Share on other sites More sharing options...
J3X Posted June 22, 2012 Share Posted June 22, 2012 This one works for my experiments. Link to comment Share on other sites More sharing options...
McMutton Posted June 22, 2012 Author Share Posted June 22, 2012 Well what do you know, that worked. The only issue I have now is that the skeleton has lost it's structure and all the bones are pointing to one side. You don't suppose redoing the parenting and such would screw everything up, do you? Link to comment Share on other sites More sharing options...
J3X Posted June 22, 2012 Share Posted June 22, 2012 I got no idea. Link to comment Share on other sites More sharing options...
McMutton Posted June 23, 2012 Author Share Posted June 23, 2012 (edited) Could the fact that the structure isn't connected CAUSE the result to be screwed up? Because everything deforms just fine in Blender, but is a complete mess in the Creation Kit:http://i93.photobucket.com/albums/l43/Marshal_banana/DAMMIT.png Alternatively, are we sure that the export settings in that tutorial are right?http://wiki.tesnexus.com/index.php/File:SkyrimArmourTut_7.jpg Or could there be some other cause? (Here's one of the NIFs if someone wants to examine the structure, by the way: https://rapidshare.com/files/411022436/SlayerBoots.nif) Edited June 23, 2012 by McMutton Link to comment Share on other sites More sharing options...
J3X Posted June 23, 2012 Share Posted June 23, 2012 I used those export settings and it worked for me. Try copying over the exported armor into an existing armor with Nifskope, that might fix any skeleton deformation. Link to comment Share on other sites More sharing options...
Ghogiel Posted June 23, 2012 Share Posted June 23, 2012 (edited) Could the fact that the structure isn't connected CAUSE the result to be screwed up? Or could there be some other cause? I think unlikely. The hierarchy is certainly irreverent to skinning. And the bones as exported in this instance are just nodes for the skin weights. you can mess with their transforms in scene and I am pretty sure it won't matter. If it is anything then it's that, ie the bone transforms being off. Though I am not convinced that is the issue. One thing that strikes me is that nif does not carry the _1 or _0 suffix. So it could be a morphing issue and not the skinning. Edited June 23, 2012 by Ghogiel Link to comment Share on other sites More sharing options...
McMutton Posted June 23, 2012 Author Share Posted June 23, 2012 Ah-ha! It seems that I discounted the importance of the last step before exporting: Importing a new skeleton that's parented to the selected objects. So that's what that was. Link to comment Share on other sites More sharing options...
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