» Tue May 17, 2011 4:44 am
I responded to http://www.gamesas.com/index.php?/topic/1107322-curious-how-do-you-turn-an-npc-into-a-posed-statue/page__p__16222342entry16222342 which kind of covers the same thing. I used the same method with the BoS guy and it worked fine. Like Scarecrow23 said, somethings a little weird because the armor doesn't import to the spot it should - it's a little in front of where it's supposed to be. The attachments import fine, it's just the main power armor that imports like that. So I moved it to where it looks like it should be and tested it real quick. I gave it a name and a activate sound (nothing special) and it seems work.
You can get the blend and nif here: http://www.mediafire.com/?cap8f9b5bv8hr9t
I modified the skeleton a bit to make it easier to pose (IK and stuff), so the armature in the zip might look a little strange (and it won't work for making animations). But you can always start over with the default skeleton.
You basically just import the skeleton. For the collision, I just import something that already has working collision and delete everything except the "poly0" (collision mesh). Then it's just a matter of selecting the armature and then importing each piece using "Import Geometry Only + Parent To Selected Armature". If the imported item has weights assigned, you don't need to do anything special. If not, then you have to paint the weights for that item if you want it to move with the armature.
Once it's posed, in object mode - select each part of the mesh (hands, head, upperbody, etc) one at a time and select "Make Real -> Apply" under Modifiers. Once you get them all, you can delete the armature and the mesh will retain its shape. Then it's ready for export.