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Custom armor model is rigged fine in 3ds max but absolutely exploded in GECK


duude98

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Ok so this is the wildest thing and I have no idea what I'm doing to cause it. As the mouthful of a title said I'm working on rigging some new full-body armor for Fallout New Vegas. I had gotten about an hour into it when the exported nif went from looking fine if not a little rough in the geck to looking like this. (The screencap doesn't really do it justice, it like deforms towards the camera based on how you look at it. Its hard to even get it in frame.) Originally I wanted to post a picture of what it looked like when it worked, as I had saved a working copy, but now it too does this, which makes me think its the geck?I haven't been able to find anyone mention this issue anywhere and I can't find anything about the model that would cause this to happen. It animates perfectly fine (for an unfinished rig) in 3ds max, so I don't think its the rig.

 

While working on the rig, I found this tutorial covering the topic of exporting armor from 3ds max to fallout new vegas. It says to copy the nitrishapes from the exported nif to one that already works. This seems like an odd step to me, but it didn't seem to break anything, so I just did it. At the same time the exported armor got screwed up, that step in the process also stopped working. Nifskope now gives the error "failed to map parent link NiNodeËBip01 L Finger2". That bone is rigged so IDK.

 

Here is the armor in nifskope and here it is animating as intended in 3ds max. I've done some skinwrapping for skyrim in the past and this was mainly an exercise to rig something a little more complex. I've never run into anything like this before.

 

EDIT: My bad I just noticed the thread from literally just a couple days ago talking about this exact problem :facepalm: so sorry for the double post. I'm glad to know I'm not the only one with this problem, at least

Edited by duude98
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