Problem with bones when exporting

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  1. #1
    Apprentice koshinae is offline
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    Problem with bones when exporting

    So I'm having a problem when I import a .nif file from a game called Shin megami tensei IMAGINE and then I export it into another format to use the skin in another game.

    When I import the .nif file I can see the mesh (which is a mob from the game), the animation, and well if there's an animation there'd be bones. I can see them as well. When I import it, I see that those bones (that were moving the mesh with the skin function) are no longer bones an now they are MESHES (I can see this from the "Select from scene" panel) and of course the skin function is now empty because there are no bones.
    The bones that now are meshes, have the animation but this one is not moving the real mesh, instead the bones are now a physical object in a triangular shape and those shapes are the ones moving. I tried searching for a solution to this problem and tried everything I could but I just can't figure out what should I do. I'll leave some images showing the .nif and then the exported format with the problem. By the way I'm using 3ds max 2010 32 bits. Thanks you very much.

    http://k46.kn3.net/6/A/1/E/E/9/D83.png (When all is fine)
    http://k46.kn3.net/4/9/8/B/B/3/772.png (When the problem occurs)

    D2_09_009z_Base.rar (When all is fine)

    Garm.rar (When the problem occurs)


  2. #2
    Ninja Goblin HellSniper is offline
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    Re: Problem with bones when exporting

    Are you aware of what game sub forum you posted in ..? this is the GunZ The Duel sub forum of ragezone, only gunz related posting is allowed here.
    You dont specify for which game you want to export your ripped model into and from what you wrote and the screenshots you showed you want to export into 3ds.
    So i dont really get what you want from here.

  3. #3
    Apprentice koshinae is offline
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    Re: Problem with bones when exporting

    I'm deeply sorry about that. It's just that I posted this in another forum and they wouldn't know about .elu and so.

    But this may be great, well I want to rip that model and put it as a monster in a gunz server. The problem is the same, I export it as an .elu file and when I open it with elu viewer I see it with all those triangular shapes and the animation doesn't work. I'll post an image.

    http://k33.kn3.net/0/A/1/A/2/3/03C.jpg

  4. #4
    Apprentice Peachey is offline
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    Re: Problem with bones when exporting

    You're going to have to re-rig it using physique anyway.

  5. #5
    Apprentice koshinae is offline
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    Re: Problem with bones when exporting

    I tried to re rig it with skin by converting the mesh into a poly and creating skin function again. I managed to do so and get the body moving but when I exported as .elu the problems was there again.

  6. #6
    Ninja Goblin HellSniper is offline
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    Re: Problem with bones when exporting

    Because gunz does NOT use the skin modifier.
    The exporter accepts the physique modifier for bone information.
    Objects are fine as editable mesh or poly alike.

  7. #7
    Apprentice koshinae is offline
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    Re: Problem with bones when exporting

    I was searching about how to transform from skin to physique but I found nothing, the only plugin I found was "phy2skin.dlu" but it doesn't work. Anyway, I tried to convert it manually (The animations were messed up but it barely sticked to the mesh and could move it) but when I exported it I had some problems opening it with maiet elu viewer, and when I finally opened it the problem was still there.
    Last edited by koshinae; 31-05-15 at 06:07 AM.

  8. #8
    Ninja Goblin HellSniper is offline
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    Re: Problem with bones when exporting

    Any bone not part of a biped will also be exported as 3d mesh, dont ask me why they did that, they just did.
    Dont get where your problems are comming from as you can see here the mesh and bones animate.
    Since i couldnt be arsed to rerig the whole thing i rigged the whole mesh to a single random bone.
    Create a biped, form it into the fox's shape, manipulate the links as needed and rigg the mesh to that.
    Theres no easy way to just rip models and animations and using them in a different game, especially in older games such as gunz which has a buttload of specific properties to the engine etc.

  9. #9
    Apprentice koshinae is offline
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    Re: Problem with bones when exporting

    Well thank you very much for trying, you even get the mesh moving. I guess I'll erase the original animations and create appropiated ones. But I don't know how a goblin, for example, is made, so which bones and how many maybe should I use?

  10. #10
    Ninja Goblin HellSniper is offline
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    Re: Problem with bones when exporting

    Every mob uses a biped, even lich, the wings are leg bones etc.

  11. #11
    Apprentice koshinae is offline
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    Re: Problem with bones when exporting

    Guess I'll see some tuts about bones with physique. Thanks for your help.

    Btw, I tried to put the fox's animation to a goblin's model (at maiet elu viewer) and the goblin started to move as the fox. Guess that's good.

  12. #12
    Ninja Goblin HellSniper is offline
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    Re: Problem with bones when exporting

    3ds max lets you create a biped of your licking within a click and adjusting it to your needs with just a few more clicks.
    You can find the biped button in the systems tab.
    Just to show one of lich's wing bone:
    Last edited by HellSniper; 01-06-15 at 06:31 AM.



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