good job! but how import/export animation? do we need 3dsmax anyways(using nif plugin to import and then export to maya with fbx nif>3dsmax>fbx>maya and back nif<3dsmax<fbx<maya) <spoiler>in our lands we call it "grabli"... workaround that making headache every time you step on it.</spoiler>
trying to compile in vs 2017 for 2018 using source devkit: ive got some errors: 1>src\obj\NiGeometry.cpp(652): error C2872: 'array': ambiguous symbol I don't get what's wrong
actually doesn't work for Fallout if you use the "nimaterial for fallout" option, i have set the right values like in the description and use phong shaders, but error on export a very simple mesh without animations, just a tree.
I can get it to export with nitextureproperty, and then rework the nif file in nifskope, but it's far from ideal, anyway, i'm glad enough i can export with vertex colors and normals intact.
Well i just noticed that you can't do that much with that nif plugin. You can import, with the bones (you have to manually connect then though), and you can move the model, but theres no way you can import animation, and no way you can use proper textures. Still its a cool plugin, but unviable to use like 3ds max for mods
This looks really useful. I'm good at modelling in Maya but don't know much about adding plugins, could you help me? The installation advice is a bit too vague for me- I tried to follow them the best I could but still nothing. Where would these directories be? Oh btw would it work for Maya 2017 edition? Any help would be grateful
This is pretty much the procedure for every custom plugin: you need two sections with a maya installation the first one would be the directory you chose to install the program in by default: C:\Program Files\Autodesk\Maya2016 or whichever directory you picked while installing. In your zipfile there should be a folder called "Maya2016" just move the "bin"-folder in there into the C:\Program Files\Autodesk\Maya2016 folder which also has a bin folder.
The second directory should be in your users-folder C:\Users\your-username-folder-here\documents\maya The second zipfile is jut called "maya". (again you just have to make sure the script files end up in the equivalent scripts folder).
Finally AND THIS IS IMPORTAINT you have to activate your plug-in within Maya itself: Open Maya and on the top navigate to "Windows>Settings/Preferences>Plug-in Manager". Once that is open you have to tick both boxes for "nifTranslator" (and objexport if you haven't done that yet) then close. Now if you go to import/export you should have "netimmersive format" aka nif as option. For more detailed info: https://knowledge.autodesk.com/support/maya/learn-explore/caas/CloudHelp/cloudhelp/2016/ENU/Maya/files/GUID-2CF7D90B-EF10-40D1-9129-9D401CCAB952-htm.html
Hello guys, so thanks for this plugin! It helps me a lot! I'm a Maya Animator, and i was trying to animate at 3ds max, but its so damn bad, in my opinion... coundt stand a chance. So you saved me!
But i do have a question.... how can i import the animation? in 3ds Max, you just need to import it, because it can read .kf files. But Maya unfortunatly cant. Everything else works really well. I need to parent the joints aswell, dont know why but only the joints came out, and not their bones. So i had to parent in the right order.
Divines, help me! Can someone tell me how should I configure the exporter to successfully export my customized UNP body(replace the femalebody_x.nif). I'm constantly getting an invisible body in game...
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but how import/export animation?
do we need 3dsmax anyways(using nif plugin to import and then export to maya with fbx nif>3dsmax>fbx>maya and back nif<3dsmax<fbx<maya)
<spoiler>in our lands we call it "grabli"... workaround that making headache every time you step on it.</spoiler>
trying to compile in vs 2017 for 2018 using source devkit:
ive got some errors:
1>src\obj\NiGeometry.cpp(652): error C2872: 'array': ambiguous symbol
I don't get what's wrong
I can get it to export with nitextureproperty, and then rework the nif file in nifskope, but it's far from ideal, anyway, i'm glad enough i can export with vertex colors and normals intact.
This looks really useful. I'm good at modelling in Maya but don't know much about adding plugins, could you help me? The installation advice is a bit too vague for me- I tried to follow them the best I could but still nothing. Where would these directories be? Oh btw would it work for Maya 2017 edition? Any help would be grateful
thanks
you need two sections with a maya installation the first one would be the directory you chose to install the program in
by default:
C:\Program Files\Autodesk\Maya2016 or whichever directory you picked while installing.
In your zipfile there should be a folder called "Maya2016" just move the "bin"-folder in there into the C:\Program Files\Autodesk\Maya2016 folder which also has a bin folder.
The second directory should be in your users-folder
C:\Users\your-username-folder-here\documents\maya
The second zipfile is jut called "maya". (again you just have to make sure the script files end up in the equivalent scripts folder).
Finally AND THIS IS IMPORTAINT you have to activate your plug-in within Maya itself:
Open Maya and on the top navigate to "Windows>Settings/Preferences>Plug-in Manager". Once that is open you have to tick both boxes for "nifTranslator" (and objexport if you haven't done that yet) then close. Now if you go to import/export you should have "netimmersive format" aka nif as option.
For more detailed info:
https://knowledge.autodesk.com/support/maya/learn-explore/caas/CloudHelp/cloudhelp/2016/ENU/Maya/files/GUID-2CF7D90B-EF10-40D1-9129-9D401CCAB952-htm.html
Ps: this plugin does not work for 2017.
But i do have a question.... how can i import the animation? in 3ds Max, you just need to import it, because it can read .kf files. But Maya unfortunatly cant. Everything else works really well. I need to parent the joints aswell, dont know why but only the joints came out, and not their bones. So i had to parent in the right order.