DigitalEro Offline

How to get mesh from Skyrim ->3ds Max -> SFM ??

Mon, 02 Dec 2013 09:55:58

Komatic

Guys, I have an NPC mesh body I want to use for SFM. I wanna get the related skins and mesh together for a headhack. The headhacking part I'm okay way, but how do I get the new mesh working in SFM? What do i have to do to the bones to make them work? I can't get it past the compiler at all
Mon, 02 Dec 2013 11:59:33

Ganonmaster

If you have your model headhacked, ready and rigged in Blender or 3ds Max, you just have to follow this guide from step 2 and onward.
Mon, 02 Dec 2013 19:43:03

Komatic

That's the thing, I just import the mesh from Skyrim and resize it. I dont know what to do about the rig part.
Mon, 02 Dec 2013 20:20:00

Ganonmaster

You know, if we're going to help you with this, you need to be less fucking vague about what you're doing and how you're doing it. Follow this simple guide to help us help you: [list=1:120bjpvx][*:120bjpvx]Describe your objective In this case you want to export some kind of model to SFM. What kind of model?[/*:m:120bjpvx] [*:120bjpvx]Explain step by step what you are doing to achieve this objective. Be as specific as you can. Tell us the versions of programs you are using, the order in which you're clicking what.[/*:m:120bjpvx] [*:120bjpvx]Share any error messages you might run into You say you can't get past the compiler? Does is show some kind of error message that's stopping you from doing something?[/*:m:120bjpvx][/list:o:120bjpvx] Right now I can't really help you much because you haven't given us any information to work with besides "I just import the mesh and resize it." You might want to specify which method you are using to import the mesh into 3ds Max. There are three ways to get models from Skyrim into 3ds Max.(that I know of) [list:120bjpvx][*:120bjpvx]Exporting your model as an OBJ file using NIFSkope OBJ files do not store skeleton and rigging information. You will have to use 3ds max to create a new rig for this model. Should you want to do this, you can find some tutorials on rigging models on Google or Youtube. There are a LOT of them.[/*:m:120bjpvx] [*:120bjpvx]Rip the models and textures using NinjaRipper Same problem as before. The ripped model contains no skeleton. A rig needs to be made from scratch.[/*:m:120bjpvx] [*:120bjpvx]Import the NIF file into 3ds Max using the 3ds Max NIF plugin The model will be imported as well as its skeleton information. The mesh should export to SFM without problems.[/*:m:120bjpvx][/list:u:120bjpvx] Which of these methods are you using? What version of the Source SDK are you using? Where does it stop working? Etcetera. A little specificity helps us help you better and faster.
Sat, 07 Dec 2013 06:42:42

Komatic

Right so I made a body style I like with CBBE and I found the .nif file and import it to 3ds max using the NIF plugin. With the hands/feet/body imported using the nif plugin (containing the rigging from skyrim) I resize it to fit the Source had I want headhacked. Once resized, I stitch the head to the neck mesh and apply the right bone and weights and then export as an SMD. Once I have the SMD and a QC I run it through GUIstudiomdl 2.2 using the SFM tools to compile. During the compiling part it just freezes up and locks up so i have to close the compiler. So I guess I'd like to know, if I want to use a mesh and textures from Skyrim for a Source model, what do I have to extract from skyrim (in terms of say, the skin) and how could I get a skyrim body to work for Source? I wanted to use a head from Source on the skyrim body but I don't seem to have much luck here. And let's say I wanted to do what Lord Aardvark did and grab a skyrim mesh and use the standard valve.biped skeleton, how would I do that?
Sat, 07 Dec 2013 14:39:23

Ganonmaster

"Komatic" said ...
Right so I made a body style I like with CBBE and I found the .nif file and import it to 3ds max using the NIF plugin. With the hands/feet/body imported using the nif plugin (containing the rigging from skyrim) I resize it to fit the Source had I want headhacked. Once resized, I stitch the head to the neck mesh and apply the right bone and weights and then export as an SMD. Once I have the SMD and a QC I run it through GUIstudiomdl 2.2 using the SFM tools to compile. During the compiling part it just freezes up and locks up so i have to close the compiler.
What does your QC file look like? Also, I recommend not using GUIStudioMDL and using the studiomdl.bat found in the SFM folder instead. (like I recommended in the tutorial I linked earlier)
"Komatic" said ...
So I guess I'd like to know, if I want to use a mesh and textures from Skyrim for a Source model, what do I have to extract from skyrim (in terms of say, the skin) and how could I get a skyrim body to work for Source?
You seem to be on the right track. Once you have your NIF files in 3ds Max and attach the head, all that is needed is to compile and convert the textures to VTF and create VTM materials. I don't know how proficient you are in 3ds Max, but I'll assume you know that you'll have to be careful to preserve the bone weighting (skin modifier) when you're stitching the body and head together.
Tue, 10 Dec 2013 00:22:42

Voros

Since I too want to do this, and can't find anything on how to 'headhack' the model in the guide you linked to, is there any chance there's a guide for that?
Tue, 10 Dec 2013 00:55:45

Ganonmaster

"Voros" said ...
Since I too want to do this, and can't find anything on how to 'headhack' the model in the guide you linked to, is there any chance there's a guide for that?
That process is done in the editor of your choice. (3ds Max, Maya, Blender) It requires basic knowledge of model editing said program. I do not know of any specific tutorials on the process. I recommend you learn to familiarize yourself with one of those programs.(there are many tutorials on how to learn modelling available on the net, so just look it up on Google) The basic steps are as follows, but specifics vary between modeling programs: [list=1:1ms1vr2c] [*:1ms1vr2c]Import your body model + skeleton[/*:m:1ms1vr2c] [*:1ms1vr2c]Import your head model + skeleton[/*:m:1ms1vr2c] [*:1ms1vr2c]Line up the neck areas[/*:m:1ms1vr2c] [*:1ms1vr2c]Stitch them together[/*:m:1ms1vr2c] [*:1ms1vr2c]Fix skeleton/bone weights[/*:m:1ms1vr2c] [*:1ms1vr2c]Blend the different textures for both models together in Photoshop or GIMP[/*:m:1ms1vr2c][/list:o:1ms1vr2c]
Tue, 10 Dec 2013 03:52:15

Voros

"Ganonmaster" said ...
That process is done in the editor of your choice. (3ds Max, Maya, Blender) It requires basic knowledge of model editing said program. I do not know of any specific tutorials on the process. I recommend you learn to familiarize yourself with one of those programs.(there are many tutorials on how to learn modelling available on the net, so just look it up on Google) The basic steps are as follows, but specifics vary between modeling programs: [list=1:vcftej4w] [*:vcftej4w]Import your body model + skeleton[/*:m:vcftej4w] [*:vcftej4w]Import your head model + skeleton[/*:m:vcftej4w] [*:vcftej4w]Line up the neck areas[/*:m:vcftej4w] [*:vcftej4w]Stitch them together[/*:m:vcftej4w] [*:vcftej4w]Fix skeleton/bone weights[/*:m:vcftej4w] [*:vcftej4w]Blend the different textures for both models together in Photoshop or GIMP[/*:m:vcftej4w][/list:o:vcftej4w]
Alright, so I'd want to make an OBJ file out of the skeleton too, then...that answers one question I had. I'm trying to find the head model and skeleton in Skyrim's data folder (and its' subfolders, but I can't for the life of me. :( I already know where the body model/skeletons are, but the ones for the head are nowhere to be found.
Tue, 10 Dec 2013 04:20:51

Ganonmaster

"Voros" said ...
Alright, so I'd want to make an OBJ file out of the skeleton too, then...that answers one question I had. I'm trying to find the head model and skeleton in Skyrim's data folder (and its' subfolders, but I can't for the life of me. :( I already know where the body model/skeletons are, but the ones for the head are nowhere to be found.
Here's something you should know about how head models work in Skyrim. Every human female character has the same base head model. Every human male character the same base head model. Every Argonian has the same head model. Every Khajiit has the same head model. When you open femalehead.nif (the base head model for all female humans in Skyrim), it will look like a generic head without any identifiable features. The hairstyles are stored in seperate files as well. The faces are generated randomly or based on presets when the game is running. So for example, if you want to extract Aela the Huntress' head model, you can't do that by opening any of the head NIF files because a specific head with her face doesn't exist. The only way to extract characters in the form as they appear in the game is through NinjaRipper. And if you use NinjaRipper, you will not be able to extract skeleton information for the head. Upside: you get the right head shape. Downside: you have to manually create a skeleton. Another way to do it is to edit the base femalehead.nif file in 3ds Max or Blender and manually edit it into the character you want it to look like. Upside: the skeleton information will remain intact. Downside: you'd have to manually edit the head. Skyrim heads are generally finicky, because of the way the game works. I usually only use the bodies and attach heads from other games to them.(ie. headhacking)
Tue, 10 Dec 2013 17:47:59

Voros

"Ganonmaster" said ...
Here's something you should know about how head models work in Skyrim. Every human female character has the same base head model. Every human male character the same base head model. Every Argonian has the same head model. Every Khajiit has the same head model. When you open femalehead.nif (the base head model for all female humans in Skyrim), it will look like a generic head without any identifiable features. The hairstyles are stored in seperate files as well. The faces are generated randomly or based on presets when the game is running. So for example, if you want to extract Aela the Huntress' head model, you can't do that by opening any of the head NIF files because a specific head with her face doesn't exist. The only way to extract characters in the form as they appear in the game is through NinjaRipper. And if you use NinjaRipper, you will not be able to extract skeleton information for the head. Upside: you get the right head shape. Downside: you have to manually create a skeleton. Another way to do it is to edit the base femalehead.nif file in 3ds Max or Blender and manually edit it into the character you want it to look like. Upside: the skeleton information will remain intact. Downside: you'd have to manually edit the head. Skyrim heads are generally finicky, because of the way the game works. I usually only use the bodies and attach heads from other games to them.(ie. headhacking)
I figured that, as there's only one NIF file for every part of the male/female model. What I mean when I say that I can't find any NIF files for the head is there -aren't- any in the same folder as the rest of the NIF files for the character; no head skeleton NIF, no male head NIF, Argonian head NIF etc.
Tue, 10 Dec 2013 19:32:46

Ganonmaster

"Voros" said ...
"Ganonmaster" said ...
Here's something you should know about how head models work in Skyrim. Every human female character has the same base head model. Every human male character the same base head model. Every Argonian has the same head model. Every Khajiit has the same head model. When you open femalehead.nif (the base head model for all female humans in Skyrim), it will look like a generic head without any identifiable features. The hairstyles are stored in seperate files as well. The faces are generated randomly or based on presets when the game is running. So for example, if you want to extract Aela the Huntress' head model, you can't do that by opening any of the head NIF files because a specific head with her face doesn't exist. The only way to extract characters in the form as they appear in the game is through NinjaRipper. And if you use NinjaRipper, you will not be able to extract skeleton information for the head. Upside: you get the right head shape. Downside: you have to manually create a skeleton. Another way to do it is to edit the base femalehead.nif file in 3ds Max or Blender and manually edit it into the character you want it to look like. Upside: the skeleton information will remain intact. Downside: you'd have to manually edit the head. Skyrim heads are generally finicky, because of the way the game works. I usually only use the bodies and attach heads from other games to them.(ie. headhacking)
I figured that, as there's only one NIF file for every part of the male/female model. What I mean when I say that I can't find any NIF files for the head is there -aren't- any in the same folder as the rest of the NIF files for the character; no head skeleton NIF, no male head NIF, Argonian head NIF etc.
They are usually found in the BSA archives. Did you extract those?