Difference between revisions of "Arcane University:Nif Implementation"

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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:Nifskope Hinge Constraints|Hinge Constraints]]
* [[AU:NIF Data Format#Shader types|Shader settings]]
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* [[AU:NIF Data Format#Shader Types|Shader settings]]
 
* [[AU:NIF Data Format#Effect Properties|Effect properties]]
 
* [[AU:NIF Data Format#Effect Properties|Effect properties]]
* Animations
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* [[AU:Animation|Animation]]
 
* [[AU:NIF Data Format#BSXFlags node|BSX Flags]]
 
* [[AU:NIF Data Format#BSXFlags node|BSX Flags]]
* Inventory marker
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* [[AU:NIF Data Format#Inventory Marker|Inventory marker]] (changes how the item is shown in the inventory)
 
* 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, ...)

Revision as of 08:25, 28 March 2022

< 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

For the basic process of asset implementation, see Intro to Asset Implementation

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

Specific topics tutorials

Volume physics

Surface rendering