User talk:DavidJCobb/Tutorials/Editing NIFs

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Revision as of 15:59, 8 July 2017 by imported>DavidJCobb (→‎Editing Skyrim hairs)
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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.