Difference between revisions of "User talk:DavidJCobb/Tutorials/Editing NIFs"
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* 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 | ** Rotations on the skeleton head node will likely be wrong | ||
** | ** NiSkinData bone lists will have bad transforms on the bones; set translation to zero and rotation to the inverse of the skeleton node's rotation | ||
** Vertex colors may be lost | |||
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 16:05, 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
- NiSkinData bone lists will have bad transforms on the bones; set translation to zero and rotation to the inverse of the skeleton node's rotation
- Vertex colors may be lost
You may still have to screw around with FO3 partition names.