WARNING!!!!! IGNORE THIS CRAP!!!!!!! ABSOLUTELY POSITIVELY NO 3RD PARTY PLUGINS WHATSOEVER THAT ARE NOT PACKAGED IN WITH BLENDER ITSELF DO NOT WORK WITH IT!!!!!!!!!!!!!!!!! IF YOU INSTALL A .NIF IMPORT/EXPORT PLUGIN OR ANY OTHER SUCH PLUGIN AND THEN TRY TO IMPORT OR EXPORT ALL YOU WILL GET IS A STUPID ERROR MESSAGE FOR NO REASON!!!!!!!!! I HAVE HAD THIS HAPPEN WITH BOTH THE BLENDER .NIF PLUGIN AND THE .M3 (Starcraft 2 file) PLUGIN AND THE RESULTS ARE THE SAME!!!!!!!!!!!!! ANYONE WHO CLAIMS OTHERWISE LIKE Vugluscris IS A BALD-FACED LIAR!!!!!!!!!!!!!!!! YOU HAVE BEEN WARNED!!!!!!!!!!!!!!!!!
Has your work been continued? Not all bones are on the skeleton. This is important for those who do not have 3d max. Or, those who have 3d max ... Please. Drop me the skeleton file for blender
Well, when I saw this - full F4 skeleton in Blender - I was really excited, as I am quite experianced in editing models in Blender an actually do it a lot for New Vegas and also I hated 3ds max interface from the beginning.
But when I tried to create simple armor using this guide - result is... Well, total mess.
That's how model looks in Blender, all is fine:
Spoiler:
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OutfitStudio shows armor, eh, always correctly too. There is some troubles with Z axis through, but models look properly. I also have that warning about incomplete bone info during export.
Spoiler:
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...And here's what I get ingame.
Spoiler:
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Where can be my mistake? I use Blender 2.79 (couldn't find older one), x64.
Also I don't completely get thing about applying armature before export - meshes loosing thair parent and - of course - doesn't export as rigged object that has weights. got it, it was about new scratch-made mesh.
To avoid problems with Z axis, your mesh origin in Blender must be at (0, 0, 120). As for the in-game mess, I can only start guessing... Did you load a reference model? (actually, any valid nif containing all bones your model references will do. CBBE body is a perfect reference in most cases) Ideally, your exported fbx must only reference bones your model uses (I ended up deleting unwanted bones from the skeleton before exporting) In Outfit Studio, when selecting the 'Bones' tab, do you see bone weights on your model?
I answered few questions in the post above. :) Yes, I see bone weights in OS. I don't completely understand about "reference body" thing, but yes, I tried to import full body "as reference" and export mesh from OS after it. I get 100% identical mess in NifScope and game. I also loaded body as reference before export it to .fbx, result is the same as if I just import it as .nif and then export. Deleting all unused bones straight from skeleton in Blender is above my skill level, I 99% just will screw things. Z axis problem is just something with original EVB male bode mesh. I dpn't think that's the case because other fixed mesh gives the same result.
The result you get looks like a reference problem to me. The reference model is needed because Outfit Studio can't infer all required bone data from an fbx file and it needs to copy it from an existing nif. So I suggest the following: - load a reference body model (a valid nif) - import your meshes, make sure they are positioned properly - try exporting your work including the reference mesh. If you don't need it, you can always delete it later with either OS or NifSkope
UPD - Another very simple try, didn't touch weight at all, only removed vertexes from two meshes.
Blender 2.77 x64, cheked all import setting few times, all is 100% correct according to guide. I also linked body mesh to armor file from another file to be sure that two imported armatures at the time didn't screw anything.
All is ok in programm:
Spoiler:
Show
Updated my OutfitStudio to lates one. Don't get problem with export message anymore. Also took other body so z axis trouble is gone too. I cheked all settings in export window and they are 100% identical to guide screenshots.
When I check bones and their weights in OS - they are there. Mesh is rigged.
Spoiler:
Show
...And after export (OS have NO setting while exporting to .nif so I even couldn't screw something there).
Spoiler:
Show
I totally can't get what wrong, I did everything 100% as it in guide.
ive been trying to use blender since fallout 4 came out and i cant getit to work for the life of me. im not getting the netimmerse/gambryo, idk which python to install . help pls.
77 comments
WORK WITH IT!!!!!!!!!!!!!!!!! IF YOU INSTALL A .NIF IMPORT/EXPORT PLUGIN
OR ANY OTHER SUCH PLUGIN AND THEN TRY TO IMPORT OR EXPORT ALL YOU WILL
GET IS A STUPID ERROR MESSAGE FOR NO REASON!!!!!!!!! I HAVE HAD THIS
HAPPEN WITH BOTH THE BLENDER .NIF PLUGIN AND THE .M3 (Starcraft 2 file)
PLUGIN AND THE RESULTS ARE THE SAME!!!!!!!!!!!!! ANYONE WHO CLAIMS
OTHERWISE LIKE Vugluscris IS A BALD-FACED LIAR!!!!!!!!!!!!!!!! YOU
HAVE BEEN WARNED!!!!!!!!!!!!!!!!!
But when I tried to create simple armor using this guide - result is... Well, total mess.
That's how model looks in Blender, all is fine:
OutfitStudio shows armor, eh, always correctly too. There is some troubles with Z axis through, but models look properly. I also have that warning about incomplete bone info during export.
...And here's what I get ingame.
Where can be my mistake? I use Blender 2.79 (couldn't find older one), x64.
Also I don't completely get thing about applying armature before export - meshes loosing thair parent and - of course - doesn't export as rigged object that has weights.got it, it was about new scratch-made mesh.As for the in-game mess, I can only start guessing...
Did you load a reference model? (actually, any valid nif containing all bones your model references will do. CBBE body is a perfect reference in most cases)
Ideally, your exported fbx must only reference bones your model uses (I ended up deleting unwanted bones from the skeleton before exporting)
In Outfit Studio, when selecting the 'Bones' tab, do you see bone weights on your model?
Yes, I see bone weights in OS. I don't completely understand about "reference body" thing, but yes, I tried to import full body "as reference" and export mesh from OS after it. I get 100% identical mess in NifScope and game. I also loaded body as reference before export it to .fbx, result is the same as if I just import it as .nif and then export.
Deleting all unused bones straight from skeleton in Blender is above my skill level, I 99% just will screw things.
Z axis problem is just something with original EVB male bode mesh. I dpn't think that's the case because other fixed mesh gives the same result.
The reference model is needed because Outfit Studio can't infer all required bone data from an fbx file and it needs to copy it from an existing nif.
So I suggest the following:
- load a reference body model (a valid nif)
- import your meshes, make sure they are positioned properly
- try exporting your work including the reference mesh. If you don't need it, you can always delete it later with either OS or NifSkope
I loaded reference body before imported file - and things magically fixed up!
Thanks a LOT for Your tips. I would never guess where exactly my mistake is. :)
Blender 2.77 x64, cheked all import setting few times, all is 100% correct according to guide. I also linked body mesh to armor file from another file to be sure that two imported armatures at the time didn't screw anything.
All is ok in programm:
Updated my OutfitStudio to lates one. Don't get problem with export message anymore. Also took other body so z axis trouble is gone too. I cheked all settings in export window and they are 100% identical to guide screenshots.
When I check bones and their weights in OS - they are there. Mesh is rigged.
...And after export (OS have NO setting while exporting to .nif so I even couldn't screw something there).
I totally can't get what wrong, I did everything 100% as it in guide.