Difference between revisions of "User talk:DavidJCobb/Tutorials/Editing NIFs"
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User talk:DavidJCobb/Tutorials/Editing NIFs (edit)
Revision as of 16:32, 8 July 2017
, 16:32, 8 July 2017→Editing Skyrim hairs
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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. I'm not sure how to address this at this time.''' | ** '''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.''' | ||
*** 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. | *** 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. | ||