Difference between revisions of "Arcane University:Nif Implementation"

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{{Trail|Implementation}}
 
{{Trail|Implementation}}
  
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]] department is structured in three sub-departments:
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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:
* [[Quest Implementation]]
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* [[AU:Quest Implementation|Quest Implementation]]
* Nif Implementation
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* '''Nif Implementation''' (you are here)
* [[Mechanics Implementation]]
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* [[AU:Mechanics Implementation|Mechanics Implementation]]
  
==Workflow & general tutorials==
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==Overview==
 
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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.
What is important/relevant to learn for implementing (complex) meshes in Skyrim. Within Beyond Skyrim, 3D artists are expected to be able to export their own meshes to nifs, if they are simple enough. However, for some complex to implement meshes, like animated meshes or meshes 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 on the implementer's shoulder. 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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Other subjects covered will be:
 
Other subjects covered will be:
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==Basics==
 
==Basics==
 
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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 properties are the leverage to modify meshes in certain aspects as intended. Take your time to have a look at the specifics of the NIF data format used for meshes, check [[Arcane_University:NIF_Data_Format|Nif Data Format]]. Topics of interest are especially  
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* [[AU:Mesh Collisions|Collision and physics settings]]
* weight center
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* [[AU:NIF Data Format#Shader types|Shader settings]]
* collision
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* [[AU:NIF Data Format#Effect Properties|Effect properties]]
* physical havoc material (does it swim, float, hover etc)
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* Animations
*[[File:PhysicalMaterial1.png]]
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* [[AU:NIF Data Format#BSXFlags node|BSX Flags]]
* Effect properties (See shaders)
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* Inventory marker
* animations
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* BSFX flags
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* 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, ...)
 
* Changes in rendering the Mesh (Smooth or blocky, shader type, texture sets, flip faces, ...)
* the common sanitize spells
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* The common sanitize spells
 
** update tangent spaces
 
** update tangent spaces
** renumber nitrishape objects
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** renumber NiTriShape objects
 
** fix incorrect names
 
** fix incorrect names
 
* Change structure of nodes (add / remove nif nitrishapes to have additional effects or only parts of an existing mesh available)
 
* Change structure of nodes (add / remove nif nitrishapes to have additional effects or only parts of an existing mesh available)
 
* Change scale
 
* Change scale
  
==specific topics tutorials==
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==Specific topics tutorials==
 
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===Volume physics===
===volume physics===
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* Nif data format and its structure: [[AU:NIF_Data_Format|NIF Data Format]]
 
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* Adjusting size, scale and position of NiTriShapes in NifSkope: https://www.youtube.com/watch?v=C9rlBDrfSP8
* Nif data formate and its structure: https://wiki.beyondskyrim.org/wiki/Arcane_University:NIF_Data_Format
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* adjusting size, scale and position of nitrishapes in nifskope: https://www.youtube.com/watch?v=C9rlBDrfSP8
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* Animate Static Objects: https://www.youtube.com/watch?v=1lkrX3HYSDc
 
* Animate Static Objects: https://www.youtube.com/watch?v=1lkrX3HYSDc
 
* Animate Static Objects via NiTransformController: https://www.youtube.com/watch?v=pYcAA09yygI
 
* Animate Static Objects via NiTransformController: https://www.youtube.com/watch?v=pYcAA09yygI
 
* Shader implementation (Fire on a hut): https://www.youtube.com/watch?v=nGO0gwFwnLs
 
* Shader implementation (Fire on a hut): https://www.youtube.com/watch?v=nGO0gwFwnLs
* moving the node centers to fit an animated mesh: https://www.youtube.com/watch?v=4H11Kokvqk0&t=24s
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* Moving the node centers to fit an animated mesh: https://www.youtube.com/watch?v=4H11Kokvqk0&t=24s
 
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===surface rendering===
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* DDS texture formate https://wiki.beyondskyrim.org/wiki/Arcane_University:DDS_Data_Format
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===Surface rendering===
* editing the UV map https://www.youtube.com/watch?v=1u51yDEGzmQ
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* [[AU:DDS Data Format|DDS texture format]]
* placing textures on a nitrishape via nifskope including UV map adjustments: https://www.youtube.com/watch?v=kbnE5MZhdOE
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* Editing the UV map https://www.youtube.com/watch?v=1u51yDEGzmQ
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* Placing textures on a NiTriShape via NifSkope including UV map adjustments: https://www.youtube.com/watch?v=kbnE5MZhdOE
  
 
[[Category:Arcane University-Animation| ]][[Category:Arcane University-Implementation| ]]
 
[[Category:Arcane University-Animation| ]][[Category:Arcane University-Implementation| ]]

Revision as of 20:17, 3 May 2021

< Arcane University:Implementation

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 Implementation department is structured in three sub-departments:

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 export to nif from a 3D program or from a predefined format like fbx.

Other subjects covered will be:

  • animation
  • polishing (UV, shader faces, tangent spaces, sanitize, correct names...)
  • 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 Nif data format. Topics of interest are especially

  • Collision and physics settings
  • Shader settings
  • Effect properties
  • Animations
  • BSX Flags
  • Inventory marker
  • UV map fixes
  • Changes in rendering the Mesh (Smooth or blocky, shader type, texture sets, flip faces, ...)
  • The common sanitize spells
    • update tangent spaces
    • renumber NiTriShape objects
    • fix incorrect names
  • Change structure of nodes (add / remove nif nitrishapes to have additional effects or only parts of an existing mesh available)
  • Change scale

Specific topics tutorials

Volume physics

Surface rendering