3DS max Skeleton - CAT system with Z axis orientation
Ready for export into nifscope. With correct names for charater parts of a body. Names of wepons and armor and magic begins with NPC, but thay have no sence for the body.
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File credits
Vsevolod Vityaz` http://3694.blogspot.com
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3DS max Skeleton - CAT system with Z axis orientation Ready for export into nifscope. With correct names for charater parts of a body. Names of wepons and armor and magic begins with NPC, but thay have no sence for the body. It has no tail, may be i will create it in future.
See more at http://3694.blogspot.com/search/label/Skyrim There you wil find a whole process for creation of new character for Skyrim from importing into 3DS MAX and exporting it into the Game.
File correctly works in Max 2011 and Max 2012. For Max 2010 you need to dowload a autodesk_3ds_max_cat_2010_32bit or autodesk_3ds_max_cat_2010_62bit - depends on system you use.
Rig works. Tested in nifscope. I created a whole new body (not my mesh), whole new unwarp, new normal maps for head and body. Using nifscope edited and imported into the Skyrim. All works fine. Skin was firstly taken through the Skinwrap from original model, converted and corrected in max. You can see more at my blog - link above.