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Fallout Modelling - Skinning Workaround Mini Tutorial


jaysus

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Guys plz plz !!!! Would someone plz some good tutorial step by step with pictures.. i tryed all tutorials and nothing worked for me...

it so frustratig!!!!

http://www.fallout3nexus.com/downloads/images/1537-1-1230026417.jpg

this is what im trying to integrate in the game!!!

same here som step by step pictures would help especially for the ones like me that aren't English native speakers....

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btw a nakid skeleton.nif can be found under the utilities section of the falloutnexus... :P (nananana i share my rigs :P )

 

@saiden

i had trouble getting the skeleton in alone... i had to load it with a mesh :/

will have to redo some tests once im back... or maybe i made a common mistake but i cant even remember what was the problem...

but i actually have no problem in loosing skinning data as i delete that mesh right away and strt making my new ones at this point... or do you mean the skeletons zform(location, rotation, blabla) and inner rigging (connection between the bones/links) gets lost or screwed? cause that could explain my pipboy problem even tho i didnt always have it with that technique...

 

btw since youre around... any luck or new info on animation export or particles yet?

 

1st custom creature for FO3 - Particle Elemental

http://www.bethsoft.com/bgsforums/index.ph...;#entry13483867

 

As for the skeleton its not usually the skeleton that gets messed up its the mesh skinning data, but there are instances where a skeleton import got funked up because the transform controllers in the skeleton were set to a different neutral position then the bone transforms -> but I think Tazpn nixed that problem as I have not run into it but then again I have not needed to import but 4 FO3 skeletons for testing.

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  • 4 weeks later...
  • 2 weeks later...

nifskope-1.0.18 doesn't seem to have a paste into function?

 

What version should I be using..? I've managed to get a chair working fine, but no luck on either helmet or armor since I guess the skinning screws up.. I get either invisible mesh ingame (but previews fine in geck and nifskope) or the big red error symbol when exporting with the skinning data.. *bit lost and confused by outdated tutorials and applications*

 

-edit-

 

NEVERMIND THAT, I WAS BEING AN IDIOT.

 

It works perfectly. Thank you very much.

 

-double-edit with more perfect hindsight-

 

Wait, no... It didn't work in the end.

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  • 4 months later...

Ok after playing through the process of making and skinning armor etc, heres my list of revised instructions, using Jay's as a base.

This tutorial technically only gives the bare minimum for armor, so i made it for Oblivion. However, the tutorial can also work for Fallout3 to get basic clothing or armor working. (Just dont expect dismemberment to look that fancy, since its not covered in this tutorial, since Oblivion has no dismemberment).

 

The overall Armor creation process goes like this:

-Concept & Design

-Creation in 3d program

-Texturing

-Skinning to a skeleton in 3d program

-Nifskope

-TESConstructionSet/GECK

-In Game

 

This tutorial covers the fifth step, Nifskope. Next to skinning the model, this is probably the next most complicated part.

With this tutorial you can take Skinned & ready armor meshes from your 3d program (Blender/Max/Maya) and get them ready to go into TESConstructionSet (Oblivions' GECK)

 

 

Skree's Easy Skinned Armor Nifskope Tutorial(V.1.0)

Basic Summary of steps in quick point-form:

-2. Make & Skin mesh in 3d program

-1. Export mesh from 3d program (not skeleton)

0. Open target mesh in a second Nifskope.

1. Your Nif: For each NiTriShapeData, set TSpaceFlag to 16, Update 3 arrays

2. Copy Your Nif's NiTriShapeData

3. In Target Nif; Paste Over its NiTriShapeData with yours.

4. Make Target Nif's NiTriShape's NiSkinInstance's Bone List match that in Your Nif's

5. Copy & Paste Over NiSkinData (Your Nif to Target Nif)

6. Copy & Paste Over NiSkinPartition (Your Nif to Target Nif)

7. Apply Textures to Target Nif

 

Expanded Tutorial with Details explaining each step:

for purposes of my tutorial, ill be using 3dstudio max.

3dsmax:

-Create and skin armor to the oblivion skeleton(Make sure no vertex is weighted to more than 4 bones!)

-Select JUST your armor, (not skeleton or anything else)

-File>Export Selected (you dont want to export anything but your armor)

-(3dsMax Nif Export window): make it like this: (for Fallout3, pick Fallout3 as the type instead of Oblivion)

http://www.kolcrosbie.com/meshskinexport.jpg

 

 

Nifskope:

For the Nifskope part, it can be a bit confusing for new people. Follow along the following steps with my handy tutorial-picture:

http://www.kolcrosbie.com/SkreesEasySkinnedArmorNifskopeTutorialForOblivion.jpg

 

For purposes of clarity, i will refer to 'Your Nif' and 'Target Nif'. 'YourNif' will be the nif you have open in the first copy of Nifskope (the one that popped open automatically upon export)

'Target Nif' is explained below:

 

3dStudioMax's Export window should have automatically opened your freshly-exported mesh in Nifskope.

-open a second Nifskope, Load a target vanilla Oblivion mesh, something very similar to yours. if you are making a Cuirass, find a similar Cuirass, etc. This i will call the 'Target Nif'

 

-In the Block List, of Your Nif, you should see one (or more) NiTriShape(s). Click your mesh's "NiTriShape" parts one by one and do the following for each:

 

1.

-find the NiTriShapeData in the drop-down list of the selected NiTriShape.

-in the Block Details window, set TSpace Flag to 16

-below that, click the green arrow button (to update the arrays) next to Normals

-click green arrows next to Binormals and Tangents (they should have just moved up)

 

2.

-In Your Nif's Block List, right click the NiTriShapeData and pick 'Copy'

 

3.

-In the Target Nif's Nifskope window:

-in the Block List, find the matching NiTriShape you want to over-write.

-same as above, find the NiTriShapeData in the drop-down list of the selected NiTriShape

-right click the NiTriShapeData and pick 'Paste Over'

(the Target Nif's 3d model will probably look screwed up at first, this is normal)

 

4.

-In both Your Nif's and Target Nif's Nifskopes Block Lists, open the 'NiSkinInstance' item in each of those NiTriShape's

-Notice the NumBones in each, then click the [+] next to Bones, expanding the bone list

-Make the Target Nif's Bone list match Your Nif's Bone list. Here's how:

-In the Target Nif, spot the Number next to each bone in the list, and rearrange (by typing the numbers) so that it matches Your Nif's bone list. (NOTE: you might want to write these numbers down because as soon as you start replacing them, they are lost)

-If your Nif has a different number of bones:

-Rearrange the bones shown, then in 'NumBones' type in the number of bones your nif has, then hit the green arrows icon. This will update the list. Finish matching the list.

(the Target Nif's 3d model will probably look VERY screwed up at this point, this is normal)

 

5.

-In Your Nif, find the NiSkinData block and right click, Copy

-In Target Nif, find the NiSkinData block and right click, Paste Over

6.

-In Your Nif, find the NiSkinPartition block and right click, Copy

-In Target Nif, find the NiSkinPartition block and right click, Paste Over

7.

-If your mesh is using different textures than the target, this is where you would fill them in.

-In Target Nif, find the NiTexturingProperty block, expand it

-In the NiSourceTexture block, click the FileName detail entry, and point it towards your texture.

(note that your texture should be located somewhere within Oblivion/Data/Textures/)

 

All Done.

 

Save As, Test out in game.

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tsss...

btw the max exporter now even supports the bsddismembermentproperty... its a modifier like skin and needs to be applied on top of it...

thats the thing that defines the individual body parts you see in vats for example...

 

furthermore this whole thread and skrees tut are outdated lol... 3dmax now exports the bones correctly ;) no need to juggle them around like a lunatic in nifskope anymore...

just export your piece of armor with a skeleton and then copy paste the shape/strip into a vanilla model with the same bones

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tsss...

btw the max exporter now even supports the bsddismembermentproperty... its a modifier like skin and needs to be applied on top of it...

thats the thing that defines the individual body parts you see in vats for example...

 

furthermore this whole thread and skrees tut are outdated lol... 3dmax now exports the bones correctly ;) no need to juggle them around like a lunatic in nifskope anymore...

just export your piece of armor with a skeleton and then copy paste the shape/strip into a vanilla model with the same bones

 

i am pwnt! ;)

 

Youll have to write up a latest tutorial to replace mine then with this new infoz in greater detail ;) hehe

My tutorial wouldnt exist if it werent for you though, so i give credit wherever i can :)

 

ps. my tut doesnt feature any bone juggling like a lunatic =P just copy and paste over 3 things, and update the bone list to match =P not sure what process you are thinking of =P

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that process that was used before the exporters were updated, namely to sort all bones by hand -.-

that was nasty...

 

well there aint much more to explain lol:

 

just add a skin modifier to your model

then add the dismemberment modifier

export

and copy paste the mesh from your exported nif to a vanilla one... done...

 

well obviously that could be explained in detail but anyone who understands the basic process can do it that way imo...

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