Could you make also a Witcher positioning for skyrim? Some time ago someone made it, but i don't have the file anymore and i don't find it around either. And i'm not sure i could just load a skyrim skeleton and simply move the bones... Or it's just like that?
This works with some but not all female oblivion armors for me. Some armors import and position well without much issues, but some will have their side chest areas and shoulder clavice spiked up and inward to the body when imported. They get into the pose fine, but it's just that area that's also troubling. The thing is I have no idea why some would import fine and some have that problem
Hey person123456789, I am completely new with 3ds max, I have the 2012 version and when I import the skeleton, It does not shows up at all. I can select the different objects but they are really invisble, can someone help me?
On second thought. I may not have successfully modified the female skeleton as I thought I had. Since the creator used heels for women, they had raised the skeleton to compensate. I did lower mine and saved the new one, and importing it seemed to be correct. I checked the coordinates and they match the skyrim body too. I wonder if perhaps the clavicle didn't get selected during the lowering process. Anyway, I'll double check it and if time allows I'll create a rig for male unless someone jumps on it before I get to it.
Edit: There seems to be a problem with moving the skeleton down, because of the scene root in relation to the head. When modifying a cuirass, it stretches the armor causing the clavicle area to bend in and upwards. So theoretically, you would deselect the scene root node while nudging the skeleton, correct? To keep the proportion the same? Is there a way to do that easier in max? Once I've modified the skeleton in any way, it becomes "invisible". It's still there, but the bones no longer highlight and show the coordinate letters. Porting is easy, I'm just stuck with these cuirass' warping because of that scene root issue.
You can also side by side window and create an armature really fast just copying the male skeleton from the game. If you go into mesh> edit you can get the exact positions of the bones and copy those to max coordinates once you get the armature bones created. A little extra work, but since no one is doing it, you may as well. Plus you will contribute to something several people need. I personally use female, so it's not worth the effort for me, as I'm trying to get a mass port set of female up and going. I had to trial and error 4 versions of max on my comp to get one working flawlessly and without crashes. I am in the middle of an issue with legion armor. All the parts are working fine minus cuirass for female. For whatever reason, the clavicle area is trying to append to both skeletons, causing the shoulders to spike up towards the head. =S I know it's not the armor or max itself because when imported without the skyrim body it appears normal. Strange. I will probably have to work some armors into blender for scaling, then just modify the skins and weights in Max separately. That kind of sucks.
If you get the blend file it has both male and female. Get a portable version of blender and export both of them as nif. I keep mine on desktop for easy access.
Sorry to bump this, but can someone please do this with the Oblivion Male Skeleton? It stinks that I can't use this for male armors since the alignment is wacky with the male body.
You can use it with blender, if you change the version to fallout like in the tutorials on nexus. Best is to export it as an oblivion nif file. Then you can use nifscope to add the meshes you want from other oblivion nif files to the skeleton. And now: Thank you !
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And i'm not sure i could just load a skyrim skeleton and simply move the bones... Or it's just like that?
could you at least tell us how to use it please?
I can select the different objects but they are really invisble, can someone help me?
Edit: There seems to be a problem with moving the skeleton down, because of the scene root in relation to the head. When modifying a cuirass, it stretches the armor causing the clavicle area to bend in and upwards. So theoretically, you would deselect the scene root node while nudging the skeleton, correct? To keep the proportion the same? Is there a way to do that easier in max? Once I've modified the skeleton in any way, it becomes "invisible". It's still there, but the bones no longer highlight and show the coordinate letters. Porting is easy, I'm just stuck with these cuirass' warping because of that scene root issue.
Best is to export it as an oblivion nif file.
Then you can use nifscope to add the meshes you want from other oblivion nif files to the skeleton.
And now: Thank you !