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ColdGhsot1985
12.12.2009, 10:41
hey ich brauche mal wieder hilfe...
kenn sich jemand mit dem so genannten rigging von meshes aus?

ich arbeite mit 3ds max 2009/ 2010 und beherrsche das programm ganz gut...nur was das rigging betrifft da bin ich noch neongrün hinter den ohren.

ich will eine eigene rüstung ins spiel bringen...ich hab für alle schritte um das durchzuziehen tutorials oder weiß wie es geht...nur beim rigging hörts auf. es gibt zwar zig tutorials dazu aber da bin ich mir net sicher ob des auch funzt...gerade dann beim export ins nif-format. wäre echt super wenn mir jemand helfen könnte.

mfg
cold :mosh

Stygs
12.12.2009, 12:14
Das ist kein Probolem, ich hab 3ds max 9 und da klappt das mit dem Exportieren problemlos (bis auf ein paar Material-Settings die ich noch nicht gefunden hab >_> )

Wichtig sind nur der BSDismemberSkinModifer, der legt fest zu welchem Körperteil die Polys gehören (damit die RÜstung auch an den Gliedmaßen bleibt wenn sie abgeschoßen werden). Ich hab den leider in 3ds noch nicht gefunden, daher importier ich immer ein F3-Model und kopier ihn von da.

Zum Riggen musste nur den Skin-Modifer draufhauen, und bei den "Bones" die passenden zur Liste hinzufügen.
Wie man allerdings genau die Gewichtungen für die einzelnen Bones/Vertexe einstellt, hab ich leider auch noch nicht genau raus, für einfache Sachen kann man es aber über die "Weight Table" unten per Hand einstellen.

ColdGhsot1985
12.12.2009, 14:53
:wink danke dir das hilft schon etwas weiter...hab zudem nach stunden der suche endlich noch was gefunden...vllt hilft dir des auch noch e bissl


that your problem right there.

armours and clothing are the hardest things you can do in fallout 3.

for every armour you you want to make, you need to rig it to the fallout 3 skeliton & then export it and then in nif scope you need to replace a fallout 3 vanilla armour with your own.

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every mesh you export from fallout3 will work in preview but you wont see anything and in most cases it will crash your game, thats why you need nifscope to replace models.

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you can try this but it a long prosess.

PREPARATION:

1. Import your mesh of your own armor. Delete the head. Make sure the mesh is standing on the 0 height ground plane, and pivot is located at 0,0,0.
2. Import Fallout3 skeleton (skeleton.nif). It should appear with its pivot at 0,0,0.
3. Rotate your model so that it basically fits around the skeleton, is about the same size, and rotated to face the same direction.
4. Import Fallout3 Nude Human Male. DO NOT import skeleton, DO import Skin modifier. Nude human male will appear overtop of the fallout3 skelly and be skinned to it, since it uses the same bones.
5. Vertex-edit your armor so that it looks like its being worn by the naked man. Basically, deform the armor by squashing, stretching, resizing and repositioning it (if necessary) to place it overlapping the naked man, so that it looks like hes wearing it. Inflate the areas that arent thick enough to house his arms, legs and torso etc, or whatever.
6. Hide the nude human male, you are done with him for now.

OK You now are ready to start skinning your own armor to the fallout3 skeleton. You should have the Fallout3 skeleton rig and your own mesh showing. You only need to see the bones, so if you see capsules and other crap, hide those. You only should have Bip objects (bones) showing (they should look like white or grey lines and + symbols)

SKINNING:

1. Select your armor suit. Apply a Skin Modifier.
2. In the Skin modifier tab, there should be an empty box called Bones that lists the bones that particular Skin is using. Click Add, then pick all of the BIP bones only. (like, LThigh, Spine, Spine1, Spine2, Pelvis, Neck, etc etc)... Make sure you pick ALL of the bones. dont pick any non-bone objects like Capsules etc. (those should be hidden anyways)

3. Click Edit Envelopes. Check off the Vertices checkbox under it. Click the little wrench icon further down, it will open the Weighting Toolbox window. This is the window you will use to check each vertex and see which bones they are weighted to, and assign weights to other bones etc. This will be used ALOT.

4. Bone weight strength is done by color, deep red = 100% weight, nothing = 0%, blue , orange yellow etc are values in the middle. Click each bone from the Bone list, and then make sure its not affecting vertexes outside of that bones intended area of influence.

5. HARD PART: Weight all vertexes to the appropriate bones. Make sure no vertexes are overlooked! (this process usually takes 6-30 hours depending on model complexity). Each and every vertex has to be clicked on and adjusted to set its weight. You CAN however select regions of vertexes and/or use soft selection, or Grow/shrink/loop/ring selection, but best results are only possible if youa re picky on a vertex-by-vertex level!!!

6.In nifskope, open the vanilla armor that is most like yours, and look at how the body is divided up and the bodypart names. You have to cut-apart your armor mesh into pieces and name them just like that. Upperbody, Arms, Torso, or whatever its called. Divide your mesh basically the same way it is divided. HOWEVER if you modify the geometry Under the skin modifier, it will screw up your skin. You do this by making a duplicate of your skinned armor, Applying Edit Poly modifier on top of your skin, then delete the polygons of everything except what you want to keep for that bodypart, ie. for arms, delete all polygons but the arms.
Then drag the Edit Poly modifier down and place it below the Skin Modifier. Right click that modifier and hit "Collapse TO' (NOT COLLAPSE ALL!)

6a. do the same for the original mesh except delete the polygons that are now on the seperate Arms mesh. (so you have no duplicate polys). Basically you just split the arms off the mesh.

6b. Do the same for any other bodypart that needs to be divided up and sectioned off into its own mesh, just like your target template vanilla mesh you saw in nifskope. Make sure they are named properly too once they are done.

6c. Eventually you will have a cluster of bodyparts ALL STILL SKINNED, that make up the shape of the armor, there should be NO GAPS.

5a. To each little bodypart mesh, Assign a BhDismemberment modifier. Add dismemberment selections and vats-targetable bodyparts as appropriate. Use this tutorial for more help:
No polygon should be missed or it will crash the geck.

6. When complete, Select JUST your meshes, Export selected. Export Skin modifier, but not skeleton, and not collision. (proper export window is shown in the tutorial i just linked above)

7. open in nifskope, 2 copies, vanilla armor just like yours, and your own. Copy and paste over geometry data as per usual method. Copy the NiDismembermentInstance branch entirely and paste to the rood node of the vanilla, then take note of its Block number, and then for that bodypart mesh, make sure its pointing towards your New skin. (click on the root of that bodypart branch and it will have not only its NiSkin, but NiDismembermentInstance references. Make sure your new go points to the one you just pasted.
Do this for each bodypart section, and then delete the old NiDismembermentInstance branches cos they will be un-needed.

8. once thats all done, save and test out in Geck preview window. If it crashes the preview window or doesnt show up, somethings wrong. Common problems are missing polygons from the Dismemberment modifiers, etc.

Will give more help as needed.

jaypak

Stygs
12.12.2009, 16:36
uh, ich weiß nicht von wann das ist, aber das stimmt so nicht.

Wie gesagt, ich hab selber mehre Decals für meine Rüstungen gemacht (und musste dier auch Riggen, wenn auch nur minimal) und nen Helm für die PowerRüstung, und da hat das mit dem Exportieren auf Anhieb geklappt ohne das ich da per NifScope irgendwelche Teile kopieren muss (das mag früher so gewesen sein, jetzt sind die PlugIns Gott sei Dank schon deutlich besser :D ).
Das einzige was ich per NifScope mache ist der Texturpfad anpassen, weil da das "Textures/" am Anfang des Pfades fehlt.


Imho hört sich das Tutorial jedenfalls vielschwere an als es ist, einzig das Riggen an sich neeeeeeeervt. Fast alles was ich anfange mach ich deswegen auch nicht zuende, das ist viel zu zeitaufwedig :/

ColdGhsot1985
12.12.2009, 21:44
also des "tutorial" is vom 9 november diesen jahres...also nicht wirklich alt o_O

oh man na hoffentlich klappt das was ich da vor hab