Difference between revisions of "User talk:DavidJCobb/Tutorials/Editing NIFs"

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* Use NifUtilsSuite's NifConvert to upgrade the NIF for Skyrim.
* Use NifUtilsSuite's NifConvert to upgrade the NIF for Skyrim.
* Fix tree (Blender export generates a useless parent node), node flags, textures, etc. in NifSkope
* Fix tree (Blender export generates a useless parent node), node flags, textures, etc. in NifSkope
** Rotations on the skeleton head node will likely be wrong
** BSDismemberPartition bone lists will have bad transforms on the bones; set translation to zero and rotation to the inverse of the skeleton node's rotation


You may still have to screw around with FO3 partition names.
You may still have to screw around with FO3 partition names.

Revision as of 15:59, 8 July 2017

Editing Skyrim hairs

  • Import hair mesh into modern Blender (you know, the one that isn't a horribly broken crime against all that is holy) and make edits as needed. Latest NIF scripts can import skinned meshes and preserve weights, but cannot export them (even unmodified).
  • If you're working with multiple meshes, parent them to the same armature-object.
  • Save two copies of your BLEND file -- the latter with the "legacy" flag ticked, so that Blender 2.49b can load it.
  • Open legacy BLEND in Blender 2.49b.
  • Flip to text editor and delete the "BoneExNames" data block; it's trash and it will break your export.
  • Export as a Fallout 3 NIF.
  • Use NifUtilsSuite's NifConvert to upgrade the NIF for Skyrim.
  • Fix tree (Blender export generates a useless parent node), node flags, textures, etc. in NifSkope
    • Rotations on the skeleton head node will likely be wrong
    • BSDismemberPartition bone lists will have bad transforms on the bones; set translation to zero and rotation to the inverse of the skeleton node's rotation

You may still have to screw around with FO3 partition names.