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 | 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.