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Posted

I got my mesh to load in G.E.C.K.

 

It turned out i didn't copy correctly. :happy:

 

But now I'm at yet another problem :wallbash:

 

I've read dozens of tutorials step by step about getting collisions on exported 3ds max models to work, but i still can walk straight through my mesh!

 

Does anyone know how to add collision to a custom mesh and get it to work in gameplay?

 

EDIT: I've figured it out ;)

  • 2 weeks later...
Posted
Hi does it can me someone to say what settings must be for an exporter at the export of animation from 3dsmax in kf?sorry for bad eng.
  • 4 weeks later...
Posted
try the newest nifskope and tools... they remove some of the steps but youll most likely still have to copy N paste some parts just for the sake of creating systems that are not covered by the exporters yet...
  • 3 weeks later...
Posted

Hey , thank you very much for your tutorials jaysus.

But id like to know how to make a lip synchroniser with the text , where could i learn how to make that ?

Posted
I wonder the way to edit clothes and armor model in nif has any difference between editing a weapon model? Just simply paste over the old nitristripsdata with the new, then save??
Posted

armor also needs to be rigged/skinned/bound to the bones of the skeleton system additionally to the main procedure... this provides it with the ability to move with the body... each vertex on a model needs to be adjusted in how it shall react to that movement...

 

there are links at the main tutorial's bottom...

and do additional google, youtoube or whatever searches on skinning/rigging and the name of your 3dprog

Posted

Speaking of the rigging\skinning part of the mesh. When you export a body\armor mesh, you also export the skeleton right?

So that means that theoretically you could move or stretch some of the bones around, and fallout would still interpret the right bones, and hence the animations would still work?

 

Has anyone tried such a thing before?

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