Mod:Creation Kit/3ds Max - NifTools Plugin

The NifTools Plugin is an extension for Mod:Creation Kit/Mod:Creation Kit/3ds Max and Gmax which adds support for Mod:Creation Kit/Mod:Creation Kit/Model Files. This extension currently consists of an exporter, importer, and a utility plugin for read and writing Gamebryo/Netimmerse related Mod:Creation Kit/Mod:Creation Kit/Model Files.


 * 3ds Max: 2012, 2015, and 2016
 * Download: https://github.com/figment/max_nif_plugin/releases, or Official
 * Source: https://github.com/figment/max_nif_plugin
 * Readme: https://github.com/figment/max_nif_plugin/blob/master/README.TXT
 * Changelog: https://github.com/figment/max_nif_plugin/blob/master/CHANGELOG.TXT
 * Documentation: http://niftools.sourceforge.net/wiki/3ds_Max
 * Bug Reports: https://github.com/niftools/max_nif_plugin/issues

Installation
The installer will configure the plugins for whichever releases you have available on your machine. It will also optionally configure Mod:Creation Kit/Mod:Creation Kit/Texture File paths for various games that we know there settings for.


 * 1) Copy NifPlugins.dlu, to your 3dsmax\plugins directory.
 * 2) Copy MaxNifTools.ini to the correct plugcfg directory.
 * 3) For 2013 and later:
 * 4) For 2012 and less:
 * 5) Windows Vista and Greater:
 * 6) Windows XP:

You can copy MaxNifTools.ini to your 3dsmax\plugcfg directory but the folder may be readonly so is discouraged but might still work. The plugin will search the AppData folder first though as that is the recommended location from Autodesk and Microsoft.

Gmax

 * 1) NifPlugins.dlu goes in gmax\plugin folder.
 * 2) MaxNifTools.ini goes in gmax\plugCFG folder.
 * 3) winmm.dll goes in gmax folder where gmax.exe is located. Do not place it in the windows system folder.

Setup
It is recommended that you edit the MaxNifTools.ini file to adjust paths and other settings to your machine to make it easier to work with.
 * 1) Remove irrelevant applications from the KnownApplications list
 * 2) Fix the RootPaths, TexturePaths and TextureSearchPaths in the Applications for your machine.

Usage

 * Collision
 * Add bhkRigidBody from Create | Helpers | Niftools to represent a rigid body in havok.
 * Add bhkCollProxy or bhkRigidBody Modifier to represent shapes and then link them to the bhkRigidBody.
 * Exporter: Export files using "File | Export | Netimmerse/Gamebryo (*.NIF, *.KF)".
 * Importer Import files using "File | Import | Netimmerse/Gamebryo (*.NIF, *.KF)".