Hannes821
Traveler to Atmora
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3DS MAX
Oct 19, 2015 21:34:00 GMT 1
Post by Hannes821 on Oct 19, 2015 21:34:00 GMT 1
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Hannes821
Traveler to Atmora
soon done!
Posts: 4,663
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Post by Hannes821 on Oct 19, 2015 21:37:01 GMT 1
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Post by sagittariusmoon on Oct 21, 2015 11:08:24 GMT 1
@ Hannes821 Thank you for the comment on the Fox video. I currently use 3ds max 2014 and a different plugin than Figment's. At the time that I upgraded to 2014 Max, Figment had not updated his/her nif plugin, is the reason why. I probably will not switch to Figment's at this time, since I have a personal project already in the works that requires custom collision and it does not look like Figment's offers that option, where the plugin I use does. However, I could be wrong and will check their plugin out when I am not in the middle of in progress works. lol Regardless Figment's is the plugin you want to use for NIF export. I used it when I still had max 2012 and it always worked like a charm. If figments does not work for making collision, most modders use this (ChunkMerge) to add collision to new static game meshes. github.com/skyfox69/NifUtils/downloadsHere is a wiki tutorial on it niftools.sourceforge.net/wiki/Skyrim/Adding_Collision_Mesh_using_ChunkMergeAnd a Nexus fix plugin for ChunkMerge to correct an error that occurs for some people: www.nexusmods.com/skyrim/mods/46273/?I will not be much help with ChunkMerge since I don't use it,(yet) but it is the usual go to program for most Skyrim collision. Of course collision for armour and most drop items does not require using chunkmerge, since you can just borrow collision from similar _Go items from Skyrim itself. You may already know all this, but some people passing through might like the links, I suppose.
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Hannes821
Traveler to Atmora
soon done!
Posts: 4,663
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Post by Hannes821 on Oct 21, 2015 21:07:48 GMT 1
the more we publish here in one hand, the better for cultivating our modding process and making it more open and transparent to community; i am glad you wrote every single line thank you a lot, and there was a lot new for me myself! see you around !
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Hannes821
Traveler to Atmora
soon done!
Posts: 4,663
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Post by Hannes821 on Oct 25, 2015 23:11:17 GMT 1
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Post by majormodder on Oct 26, 2015 15:14:31 GMT 1
Moon, you've got some of it wrong. The UUNP with tri, was taken directly from bodyslide itself, meaning it works in-game just fine. The issue I had with it was that it was deformed in some areas and had lost most of its symmetry, which is when I imported it into Blender to work on it so that it could be symmetrical. The blender export versions are what you needed to have looked at, I can supply the textures and esp for the next time too if you want me to. But some of the information you did give could be useful for the new version, just import the UUNP with the tri-plugin for Racemenu, or without as both UUNP named version were built from the bodyslide but still end up with the deformed (BUT WORKING) meshes. This is what I had an issue with from the Bodyslide export version. It had pointy areas, and bad symmetry and there was an issue with a vertice from the original armor itself that I wanted to fix from it. What it should look like (Original UNP version, NOT MY UUNP one)
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Post by majormodder on Oct 26, 2015 15:55:57 GMT 1
That is what I thought you were going to do in the first place, sorry for not being clear enough with you before.
EDIT
If anything, just find a way to take the UUNP version without the tri plugin, and then swap out or reshape the armor mesh itself by either using the blended nif version or to use the armor that has been reshaped in blender.
I tried to manually swap out the armor mesh itself in nifskope, but the methods so far have not worked. But try to import the blender files into 3ds max and swap out the regular UUNP nif with the symmetrical ones and it should work as I only altered the vertices and not the skeleton or the weight paints. I have seen some suggest exporting the mesh from nifskope as a obj, editing it in blender, then exporting as a 3ds file and then reimporting and replacing the old outfit mesh in nifskope.
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Post by majormodder on Oct 27, 2015 0:06:29 GMT 1
EVERYONE I HAVE FOUND A WAY TO ALTER NIFS NOW IN BLENDER! Not the final product, but it's a giant leap for mankind compared to the cheese grater previously talked about. I know why the effect persists, and I am fixing it now. This is caused by merged vertices that are not supposed to be merged, such as when they were split for the UV map. If they are joined and then the armor mesh is replaced in Nifskope, the cheese grater effect is what you get, but since I know where the issue is, I can now alter nifs in case they are broken in some way such as a stretched/ deformed mesh or vertices, I cant mess with bone or weight painting yet as I dont know how to properly edit that aspect of a model. But what I did was import the whole nif into blender 2.72b with the alpha nif plugin that can be found in a google search. Then I edited the armor in blender to my liking which includes fixes and symmetrification of the lopsided mesh. Then at first I would export the whole project as a nif file, which the plugin cant properly do yet, so you actually export the armor itself by the .3ds format, and then you open up the proper nif weight, either 0 or 1. Select the armor mesh and then import your .3ds file to replace the old armor mesh and it should work perfectly in-game! I will see about posting the pics of the armor when it is truly finished and properly working!
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Post by rhodeidra on Oct 27, 2015 12:46:55 GMT 1
I'll do that tonight, including this and your previous post, please move whatever want, I shall delete all that which remains upon my return to my abode
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Hannes821
Traveler to Atmora
soon done!
Posts: 4,663
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Post by Hannes821 on May 1, 2016 22:03:53 GMT 1
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Hannes821
Traveler to Atmora
soon done!
Posts: 4,663
|
Post by Hannes821 on May 1, 2016 22:13:04 GMT 1
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3DS MAX
Nov 15, 2019 19:24:21 GMT 1
Post by NeooTer on Nov 15, 2019 19:24:21 GMT 1
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