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Nif Import/Export plugin for 3dsmax 2013

Submitted by Ehamloptiran on

Hi all,

I have been busy porting the 3dsmax NIF Import/Export plugin to 2013. I will continue to update this topic with newer versions as I get further into the port. After the initial port is complete I will be focusing my attention on improving the plugin to get as close as possible to game ready assets straight from 3dsmax.

I have also started this topic so people can suggest improvements that they would like to see implemented once the base port is complete.

You can get the latest version (Last updated 11/08/2014) from here, for 64-bit:

https://drive.google.com/file/d/0BzqpBc4MrAMXc2dkRUhFSzdwNEE/edit?usp=sharing

And a test 32-bit version can be found (Last updated 11/08/2014) here (It does not contain the additional DLL's as they are 64-bit only - Which means no MOPP or Capsule collision exporting):

https://drive.google.com/file/d/0BzqpBc4MrAMXTWRIYmUyM3B0RGc/edit?usp=sharing

As of now the following has been implemented:

11/08/2014
- Fixed importing/exporting of skeletons. Plugin will now replace incoming bones from chosen skeleton.nif if "Import Skeleton" is chosen.

Change Log

16/02/2014
- Implemented exporting of SwitchNode objects.
- Fixed importing/exporting of capsule collisions, they should now appear in the correct place.

15/02/2014
- Added new SwitchNode object to create NiSwitchNode nodes. Have implmented importing of NiSwitchNode's using this new object. Exporting to come next.

12/02/2014
- Fixed imported transform animation. Should now look much better.
- Added importing of BSLODTriShape geometry.
- Added importing of BSLeafAnimNode and BSTreeNode and NiSwitchNode.
- Added importing of Texture and Material animations - Offset and Scale U/V and Alpha.

09/02/2014
- Big release: Added the ability to export Compressed mesh collisions. (Use the bhkRigidBody Modifier and set it to packed strips shape and the material to anything but default). For now it only supports one material, Which defaults to stone. A new modifier will need to be created to support multiple materials. Collision should work out of the box, no need to do anything in nifskope or any collision tools.

07/02/2014
- Havok collision shapes should now be correctly scaled on export and import.
- Num UV Sets now correctly set to 4097 and Tangents/Binormals are calculated.
- Vertex color import/export improvement. (Still more work to do)
- Correctly exports the root node selected in the Export Window.

06/02/2014
- Added importing of basic animation (NiTransformController no NiControllerManager)
- Added importing of skin modifier and BSDismemberment modifier.
- Added importing of textures from BSLightingShader and BSEffectShader nodes. Texture tiling supported as well as Scale and Offset.

05/02/2014
- Added importing of Vertex Colors and Skyrim compressed collision meshes with correct scale: Still need to merge and weld the chunks based on materials. (If you have changed the bhkScaleFactor in the ini file, please set back to 6.9969)

03/02/2014
- Added Importing of meshes, and some collisions - No textures or bones/skinned meshes.
- Added Furniture node - No exporting. Will be used during import.
- Added NifShader - Doesn't seem to generate correct nodes for Skyrim. Safer to use standard 3dsmax shader for now.
- Added saving of ini values. Dialog choices will now be remembered across exports.

02/02/2014
- Added bhkList and bhkProxy collision objects. Can now export MOPP collisions. All collision modules are now ported. There is still issues with materials, and the collision display does not update for bhkProxyObject style collisions.

01/02/2014
- Added bhkRigidBody modifier to export collisions of types: Axis Aligned Box, Sphere, Capsule, Tri Shape, Packed Tri Shape, and Convex. (Inlcudes MOPP exporting code, but currently does not export to MOPP). Currently the 3dsmax material applied to these objects is solid (not wireframe like previous versions).
- Added bhkBoxShape and bhkSphereShape helpers. Same material problem.

30/01/2014
- Added Dismemberment modifier, so can now export skin partitions. I had to change some of the code to prevent crashing in 3dsmax 2013, so not 100% confident that this is right. Please test thoroughly. (no crashes with modified code)

28/01/2014
- Exporting of static meshes
- Skinned meshes: excluding dismemberment.
- Animation: This requires a lot of work to make it work properly for Skyrim. I checked my existing plugin from 3dsmax 2011 and it also couldn't generate the correct nodes for a NIF file with a Manager. (Don't even try to use accum nodes at the moment, they break the NIF)

List of improvements I will be working on after base port:

- Vertex color export improvement
- Export the correct Num UV's - taking into consideration Tangents/Binormals
- Correctly calculate the Tangents/Binormals
- Correctly produce the correct animation nodes
- Incorporate Ormin's MOPP collision fixes
- Seperate materials for BSLightingShader and BSEffectShader nodes for Skyrim - with full configurability
- Particle systems

If you do download and test the plugin and something goes wrong. ie. 3dsmax crashes. Please show a screenshot, outline the steps you did to recieve the crash and your operating system version and type.
 

Karma: 9 (9 votes)
Last edited by Ehamloptiran on 10 Aug 2014 - 22:28.

This plugin doesn't support animation import yet.

You need to use the older 2012 and below plugins, import the kf animation file and then turn it into an fbx file and import it into 2014 currently to get animations to show up in 2014.

No idea on skeleton export, but why would you want to export a skeleton anyway?

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So is this dead or done?

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I left EHam message on skype to get his attention, need the source code for this, smokex has been asking too, but no response :(

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From what I heard a few weeks ago Eham is supposedly coming back after New Year's.

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Maybe we can bribe him back with monies. I got five on it.

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A few things are still missing such as animation import/export but for general nif work it's the best plugin out there for Skyrim. It properly imports and exports many nifs that the other plugins simply won't.

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Hello, guys! I've the same problem with Putcho 1994 "you have attempted to add a child to a node which already is the child of another node"  error! In my case I've been trying to edit Nordic Carved Armor to delete the pauldrons. I've spent three days trying to manage with it, I've watched lots of tutorials about working with Nif plugin in 3dsmax 2013 though there is still no result. Could anyone explain or show me how to do that? 

My actions are on the screenshots.

Nothing is exported(( so what's wrong with me? The skeleton has edited weapon places.

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did u use vanilla skeleton?

well that skeleton is mess up, get the original one!

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Is there a readme.txt or any documentation on where to install this plugin? I just downloaded 3DS Max 2015 and wanted to see if it'll work with it.

Thanks

 

After doing some more research on how to install plugins into 3DS Max. Here's what happens when I attempt to load it into 2015.

I guess I'll move back to 2012 and try it there.

 

Attachment Size
3dsmax2015error.jpg 314.85 KB
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Eham is an administrator of his own forums and is working on DA:I modding tools. I dunno if he'll be coming back here.

I was lucky enough to get the source code off of him from there. I am unsure if I can publicly post his source code though.

Anyway, I'm hoping to learn enough C++ to get the plugin to properly import skeletons as max bones and if I'm really adventurous I'll try taking a look at animation stuff.

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If you want to be the ultimate adventurer you should try to pick up his behavior editor project.  ;)

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The niftools code that his code is based on is GPL v2 and his code is GPL v2 as well. So copying it over here or anywhere else would be fine for anyone that has a copy.

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Hello, everyone. I want to know how to convert items from skeleton import to real objects (exportable to OBJ).
Is there way to do this automatically?

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Maybe by use of a import > export script, plus almost all 3DsMax user input can be scripted.

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bla can you let us know what you have the source code for, we were expecting many programs, such as race overhaul, full behavior editor, nif tools and animation, would be good to know what to cancel development on on stuff he didnt send

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If you want the race overhaul bad enough you can create your sculpts and replace the existing .tri files (mods like Ethereal Elven overhaul do this with edited vanilla meshes).  Granted you won't have Dragon Age or ESO styled customization without some scripting to get those pyramid sliders in there (and probably some alterations to how the .tris are used), but you can throw in pretty much anything you want and have sliders for just about everything.  Though it would no doubt take a serious amount of time to get all the morphs complete.
Examples:
http://www.nexusmods.com/skyrim/mods/12951/? (this one has some scripting, but it straight up allows you to move vertices around.)
http://www.nexusmods.com/skyrim/mods/24273/?
http://www.nexusmods.com/skyrim/mods/57440/?

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From what I understood Rav Eham was waiting for you to finish the high poly models before he was going to work on some of the tools. I need to get a hold of him. Bla How well do you know how to program in C++? I know that were having another programmer working on a C# tool for the game as well.

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Double post

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Hello I am new to this community. I been trying to get this plugin install but it is not working for me. using 3d max 2013. 64 bit. version.

and nifcoll.exe is not working.

Could some one pls. tell me what is the process?

 

Thanks in advance.

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You just need to place this files to:
  ..,\Program Files\3dsMAX\niflibx64.dll
  ...\Program Files\3dsMAX\plugcfg\maxniftools.ini

 and corresponding 4 files else to
  ...\Program Files\3dsMAX\plugins\
 

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Alysander you are the Saviour of noobs like me.

 

thanks a million. working on hairs now.

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I'm having some trouble with this plugin. At least I think it is this plugin that is causing the problem, but it might be something in Nifskope.

In 3ds Max 2013 and Nifskope, the textures show and look fine but, in the game they are glossy-black. When I check the texture paths in Nifskope, they seem to be fine (C:/games/..../data/textures/armor/imperial)/imperialsupershield.dds)

The model I started with was the Imperial Shield, and I just moved some verts (exaggerated basically) and exported it to see if I got the process right. I didn't actually change the texture at all, I just renamed it to match my mesh name.

Any ideas why the texture path could be correct but the textures show black in game, but fine in Nifskope and 3ds Max?

As per usual, I'm sorry if this was already covered elsewhere but I couldn't find anything that helped.

 

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I know very little of C++ (however, it's not too hard to pick up another language). The difficulty lies within learning niflibs (very poorly documented) and the Max SDK (need to pay for dev tools like debug versions etc...)

As for the source he sent me, I only asked him for this nif plugin source. And that is all that I have received. I never asked about any other tools he may have developed. You'll probably want to contact him about that.

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@darthtrevhat

|Nifskope|

1. copy and paste BSLightingShaderProperty to NiTriShape

2. In NiTrishapeData, set BS Num UV Sets to 4097.

3. right click on NiTrishape > Mesh> Update Tangent space

this is not plugin, this is how we do mods.

|Note|

u should know the basic how to mod skyrim with Nifskope before try some thing that u do not know or u will have a ton of issues.

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@Putcho1994

Thanks for your help. I've had a few successes getting new objects into Skyrim if they aren't too complex. Do you know of a good place (links) to learn about the various branches/ data blocks in a nif? I've learned a bit from various sources like what you have posted for me here but I cannot seem to find one good source. Even the niftool forums "Decoding the NIF File Format", seem to mostly be people posting questions but rarely are there answers :D. Or when there is, you really have to dig to find them.

Thanks again.

This was my first fully successful new object:

http://i.imgur.com/JuMgFaD.jpg

 

EDIT 2: I did find this: http://niftools.sourceforge.net/wiki/NifSkope/Working_With_Nifs_101_:_An_Introduction. Can you recommend any others?

 

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shaders/textures

http://forums.nexusmods.com/index.php?/topic/1188259-bslightingshaderproperty-basics/

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I just found this yesterday

 

http://www.nexusmods.com/skyrim/mods/6152/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fmodfiles%2F%3Fid%3D6152&pUp=1

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Sorry been busy.

I don't think I'll ever have time to work on the plugin itself, and seeing as how my last few messages to ehamloptiran haven't elicited a response, I think he'll be okay with me posting his plugin source.

Hopefully someone with knowledge can take it and finish adding some animation support.

Karma: 1 (1 votes)

Dunno why blabba didn't post the link to his continued development thread, but here it is just in case

http://www.loverslab.com/topic/49496-3dsmax-20132014-64-bit-full-plugin/

Karma: 1 (1 votes)