Difference between revisions of "User talk:DavidJCobb/Tutorials/Editing NIFs"
User talk:DavidJCobb/Tutorials/Editing NIFs (edit)
Revision as of 21:23, 8 July 2017
, 21:23, 8 July 2017→Editing Skyrim hairs
imported>DavidJCobb (→Editing Skyrim hairs: info on TRIs) |
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* Import hair mesh into Blender 2.7x and make edits as needed. Latest NIF scripts can import skinned meshes and preserve weights, but cannot export them (even unmodified). | * Import hair mesh into Blender 2.7x and make edits as needed. Latest NIF scripts can import skinned meshes and preserve weights, but cannot export them (even unmodified). | ||
** I have a Cycles shader that can blend and apply vertex and texture alpha together. Should post it when I get a chance. | |||
* If you're working with multiple meshes, make sure they're all descendants of the same armature-object. | * If you're working with multiple meshes, make sure they're all descendants of the same armature-object. | ||
** When you look at the outline panel in Blender, you'll see two entries in the tree that have little person icons. One is the armature-object and the other is its armature-data. Modern Blender clearly differentiates objects from data by showing the former with orange icons and the latter in grey. Old Blender has no visual distinction, because it hates us all. | ** When you look at the outline panel in Blender, you'll see two entries in the tree that have little person icons. One is the armature-object and the other is its armature-data. Modern Blender clearly differentiates objects from data by showing the former with orange icons and the latter in grey. Old Blender has no visual distinction, because it hates us all. | ||
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** NiSkinData bone lists will have bad transforms on the head bone; set translation to zero and rotation to the inverse of the skeleton node's rotation | ** NiSkinData bone lists will have bad transforms on the head bone; set translation to zero and rotation to the inverse of the skeleton node's rotation | ||
** As with the Blender 2.49b-only process, Fallout 3 bone names are in use. Change them back to SBP_31_HAIR. | ** As with the Blender 2.49b-only process, Fallout 3 bone names are in use. Change them back to SBP_31_HAIR. | ||
** | ** Vertex colors may be exported incorrectly (converted to all white), and this is significant in that it will cause you to lose your alpha even with a NiAlphaProperty. I'm not sure how to address this at this time. | ||
* | |||
Further research needed: | |||
* Skyrim only seems to support one NiTriShape per head-part NIF. Is there a way to get it to use multiple? | |||
'''Updating the TRIs:''' | '''Updating the TRIs:''' |