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− | {{Trail|Implementation}} | + | {{Trail|Implementation}} |
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+ | This is the main page of the Beyond Skyrim Arcane University Nif tutorials. It serves as hub for the standard workflow and pointers to detailed specific tutorials for Nif Implementation. The [[Arcane University:Implementation|Implementation]] department is structured in three sub-departments: | ||
+ | * [[AU:Quest Implementation|Quest Implementation]] | ||
+ | * '''Nif Implementation''' (you are here) | ||
+ | * [[AU:Mechanics Implementation|Mechanics Implementation]] | ||
+ | |||
+ | ==Overview== | ||
In Beyond Skyrim projects, 3D artists are expected to be able to export their own meshes to nifs, if they are simple enough. However, for more complex objects, like animated objects, or those with particle effects, it may fall on an implementer to bring this into Skyrim. Other partner projects of the AU may have the entire responsibility of bringing a mesh from fbx to in-game fall to the implementation team. Therefore, the first thing you should know is how to [[AU:Mesh_Export_to_NIF|export to nif]] from a 3D program or from a predefined format like fbx. | In Beyond Skyrim projects, 3D artists are expected to be able to export their own meshes to nifs, if they are simple enough. However, for more complex objects, like animated objects, or those with particle effects, it may fall on an implementer to bring this into Skyrim. Other partner projects of the AU may have the entire responsibility of bringing a mesh from fbx to in-game fall to the implementation team. Therefore, the first thing you should know is how to [[AU:Mesh_Export_to_NIF|export to nif]] from a 3D program or from a predefined format like fbx. | ||
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* special effect nodes | * special effect nodes | ||
− | + | ==Basics== | |
− | + | Nif properties are the leverage to modify meshes in certain aspects as intended. Take your time to have a look at the specifics of the [[Arcane_University:NIF_Data_Format|Nif data format]]. Topics of interest are especially | |
− | == | + | |
− | Nif | + | |
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* [[AU:Mesh Collisions|Collision and physics settings]] | * [[AU:Mesh Collisions|Collision and physics settings]] | ||
− | + | * [[AU:Nifskope Hinge Constraints|Hinge Constraints]] | |
− | * [[AU:NIF Data Format#Shader | + | * [[AU:NIF Data Format#Shader types|Shader settings]] |
− | + | * [[AU:NIF Data Format#Effect Properties|Effect properties]] | |
− | * | + | * Animations |
− | + | * [[AU:NIF Data Format#BSXFlags node|BSX Flags]] | |
− | + | * Inventory marker | |
− | * | + | |
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− | + | ||
* UV map fixes | * UV map fixes | ||
+ | * Changes in rendering the Mesh (Smooth or blocky, shader type, texture sets, flip faces, ...) | ||
* The common sanitize spells | * The common sanitize spells | ||
** update tangent spaces | ** update tangent spaces |