Pivot points messed up after mesh import

Post » Thu Feb 07, 2013 9:26 pm

Pray tell, what is the correct way to import and export animated statics to 3ds Max and back? I was testing with a simple door - exported the mesh to 3ds Max with Nifskope, edited it, exported from Max to a new file, and tried to copy the NiTriShapeData from the exported .nif back to the original one. It's probably a stupid method since afterwards the pivot points get messed up and the door operates in a totally funky way, and I have not found a way to fix the issue in Nifskope. So how should the whole import and export be done in a correct way? I don't need a detailed walk-through, some simple points will most likely be sufficient.
User avatar
JESSE
 
Posts: 3404
Joined: Mon Jul 16, 2007 4:55 am

Return to V - Skyrim