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

imported>DavidJCobb
imported>DavidJCobb
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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 will likely 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.'''
** 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.
*** It's also worth noting that even Blender 2.7x doesn't really ''support'' vertex alpha. It supports multiple sets of vertex colors, so the newer NIF scripts split the RGBA colors into two RGB sets for Blender (and in Blender 2.7x, these are recombined on export). This means that while editing your meshes, you can see the texture-based alpha but not the equally-important vertex alpha.
 
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:'''
Anonymous user