What would be the correct "Export Options" settings? I am a bit confused if I am using the right one, I am using the same settings as the Maya 2016 Nif Plugin
Everything works fine. Go into Windows > Settings/Preferences > Plug-in Manager and active nif - "nifTranslator.mll". The same file you dragged in to bin. Afterwards, you're good to go.
doesn't work, i have 2019 and cannot export meshes for Fallout 3 and NV, i can import them fine, but i get a error on export, simple geometry, no anims, no weird names, just 4 plain polyshapes, Maya errors out on export.
tried all settings, only thing i can export is a empty nif file if i set it to standard nif, not fallout or skyrim, then i get a empty nif file with nothing in it. You should delete it, it's not usable, since exporting is so much more important then importing.
I can send a fbx file to Max and export it fine as nif, but it would be better to be able to export it directly from Maya, but the plugin refuses to do any exporting, no matter what you try, i tried all possible settings, nothing works for export.
does this send the joints/bones back and forth as well? I'd like to make some neat replacer mods using existing bones but can only rig in maya...also I'm looking forward to a SSE 2020 version if one is made!
This plug-in uses the niflib library (https://github.com/niftools/niflib) which hasn't been updated in 7 years ... I tried briefly to see if I can add support for SSE meshes but I didn't have much time to put into this so I kinda gave up, at least for the moment. There are ways to convert meshes back and forth between the old and new format so lack of native SSE support doesn't look critical atm.
This being said, if anyone knows of a way to (easily) add support for SSE, please let me know and I'll look into it. I searched for other similar projects to see if anyone else has a working solution but I couldn't find anything.
@AerialHat I have the same problem, except I'm trying to use the Maya 2018 version. However, there is no nifTranslator.dll in the plug-ins folder, only a nifTranslator.mll (.*m*ll, not .*d*ll) and a niflib_x64.dll. I could locate the nifTranslator.mll file in the Plug-in Manager and set it o loaded and auto-loaded, but it made no difference. The Plug-in Manager seems to not be able to not even be able to recognize any .dll files for me, only .mll files and .py files or whatever else. Btw, the .nif I'm trying to edit is from Fallout 4, I assume that's not an issue?
20 comments
What would be the correct "Export Options" settings?
I am a bit confused if I am using the right one, I am using the same settings as the Maya 2016 Nif Plugin
Thanks, galgaroth
tried all settings, only thing i can export is a empty nif file if i set it to standard nif, not fallout or skyrim, then i get a empty nif file with nothing in it.
You should delete it, it's not usable, since exporting is so much more important then importing.
I can send a fbx file to Max and export it fine as nif, but it would be better to be able to export it directly from Maya, but the plugin refuses to do any exporting, no matter what you try, i tried all possible settings, nothing works for export.
I tried briefly to see if I can add support for SSE meshes but I didn't have much time to put into this so I kinda gave up, at least for the moment. There are ways to convert meshes back and forth between the old and new format so lack of native SSE support doesn't look critical atm.
This being said, if anyone knows of a way to (easily) add support for SSE, please let me know and I'll look into it. I searched for other similar projects to see if anyone else has a working solution but I couldn't find anything.
Activate nifTranslator.dll
Btw, the .nif I'm trying to edit is from Fallout 4, I assume that's not an issue?