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skeletons, rigging and export??


jaysus

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so im wroking on that chinese power armor now for a bit

but while trying to get the skelly.nif into max and rig the thing i ran against a wall so far...

 

BSFadeNode cant be read -> renamed it to ninode -> vector <T> too long... so whatever that means now lol...

deleted a bunch of trees and still got the vector T error

 

im using nifskope blablaba.20 (that thing from yesterday) and maxtools 3.0...

 

anyway maybe there is another possibility to get the mesh rigged without importing the skeleton at all and then just replacing existing armor parts...

 

any hints, tips and clues appreciated :)

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basically niftools 3 will not work with fallout nifs yet. any mesh replacements have to be done through nifscope, which they keep updating. as far as rigging goes, for the deagle i just dropped the mesh onto the old nodes. simple enough. if you want to use a custom rig i think you are sol at the moment.

 

there has been some success manipulating body armor over at the niftools forums, id imagine that would be the place to start looking as they know more about the player characters than i do (i just make the weapons lol)

 

interesting armor you got there. hope you find the info you are looking for

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ya im checking the niftools forum regulary atm but to no avail so far...

the armor is only pre alpha btw but i need the possibility to test it ingame yet...

 

also it seems that somehow armor now needs to be created in a way that you can destroy it later on ingame...

needs bloodsplatter and all that

 

the skeleton is quite different from oblivions aswell

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Man, I must say that that power armour you're making looks really cool. I'm liking the look of it, but was wondering, if you do get it ingame (before the construction set is released) will it just replace one of the power armours or will it be an entirely new item?
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@vash

as its the only topic known to me that covers the niftools/skope creation atm to an extend that it actually helps: yeah sure

but atm there is nothing helpful yet for my problem and i forgot my username and password to contribute lol... pity

 

@sock

i dont want it to replace an existing item thus either i place it in some crate somewhere (using the hex editor even i wont know where that will be tho lol)

 

but if i cant connect it somehow to the skeleton which i cant atm then ill prolly have to wait till beth releases tools or nifcrew gets it rollin...

 

if noone has an idea that is ;)

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Actually, while I'm too much of a klutz to even try editing meshes, if I'm allowed to talk out the rear end (and making no pretenses that it's anything else than talking out the rear end): I think vash1985 gave some valuable information there. Nobody knows how to re-rig an item, be it weapon or armour, but it seems possible to replace the parts of an existing one. If I understood it right, that's what was done for the gun mods too.

 

So, if I had to try, I wouldn't start with a full armour and try to re-rig it to the game's skeleton. I'd start with one of the game's models, figure out which parts it has, and overwrite them with your own parts. Since the existing model alreay has all the bones and animations and whatnot, it might be easier to make it work.

 

Or maybe not. As I was saying, I'm talking out the rear end there, so don't take me too seriously.

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well ya that works for guns as you dont need to rig/skin these... they just need a few nodes at the right spot to position the hand

 

but you cant possibly skin an armor in niftools... for that i would need to import the fallout skeleton into a 3d modelling prog like 3dmax or blender (which is impossible atm)

skin it

and then export it out again (which also is impossible atm at least regarding bones)

 

regarding guns... this will become kinda difficult aswell once custom animations are needed cause the clip is somewhere else for example...

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