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

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imported>DavidJCobb
(Created page with "== 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....")
 
imported>DavidJCobb
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* Use NifUtilsSuite's NifConvert to upgrade the NIF for Skyrim.
* Use NifUtilsSuite's NifConvert to upgrade the NIF for Skyrim.


You may need to modify some of the mesh or bone data. I was attempting to make corrections to Orc hairline NIFs and needed to copy the armature-data's coordinates onto the meshes.
You may still have to screw around with FO3 partition names.

Revision as of 15:47, 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.

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