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3ds max - custom skeleton - exporting entire skeleton to nif - some nodes missing or broken


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If I import the vanilla human skeleton to 3ds max and export it again to nif some of the nodes like the camera nodes don't show up in nifscope the same as in the vanilla nif.

 

Is there a way to get an exact import/export from max?

 

Is it safe to copy/paste any broken nodes back into the custom skeleton from the vanilla nif or will that break things?

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The 3ds max nif is not 100% working and thats y pple goes thru the outfit studio workflow when they do their clothing mod. Having said so, u r in uncharted territory. Very few pple mess around with skeleton and u will little info on this. U have to experiment thru trial and error.

U can export the skeleton thru 3ds max and use nifscope to copy over whatever custom to the default skeleton or just use nifscope to create and move the bone accordingly. I noticed there r collision data for some bones so this may not work. After that u have to add the new custom bones to the animation workflow and this includes adding to the rig.txt file etc ... Seriously, this is modding, alot of times is self discovery plus sharing among community. Ha dont expect any help/info from Bethesda's developers.

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