Difference between revisions of "Arcane University:Nif Implementation"

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{{Trail|Implementation}}
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{{Trail|Implementation}}{{ImpNav}}
 
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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.
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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* [[Quest Implementation]]
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* Nif Implementation
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* [[Mechanics Implementation]]
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==Workflow & general tutorials==
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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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* special effect nodes
 
* special effect nodes
  
==Basics==
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For the basic process of asset implementation, see [[AU:Intro to Asset Implementation|Intro to Asset Implementation]]
  
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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==Nif Overview==
* weight center
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Nif files are much more than models. They also include properties and attributes which define how the model interacts with the game world physically. A detailed reference guide for nifs is available at the [[Arcane_University:NIF_Data_Format|NIF Data Format]] page. Here are some pages focusing in on specific aspects of nifs:
* collision
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* physical havoc material (does it swim, float, hover etc)
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===Nif properties===
*[[File:PhysicalMaterial1.png]]
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* [[AU:Mesh Collisions|Collision and physics settings]]
* Effect properties (See shaders)
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** [[AU:Nifskope Hinge Constraints|Hinge Constraints]]
* animations
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* [[AU:NIF Data Format#Shader Types|Shader settings]]
* BSFX flags
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** [[AU:NIF Data Format#Effect Properties|Effect properties]]
* inventory marker
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* [[AU:Animation|Animation]]
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* General Metadata
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** [[AU:NIF Data Format#BSXFlags node|BSX Flags]] (enable things like animation and physics)
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** [[AU:NIF Data Format#Inventory Marker|Inventory marker]] (changes how the item is shown in the inventory)
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===Troubleshooting===
 
* UV map fixes
 
* UV map fixes
* Changes in rendering the Mesh (Smooth or blocky, shader type, texture sets, flip faces, ...)
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* The common sanitize spells
* the common sanitize spells
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** 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| ]]

Latest revision as of 09:06, 28 March 2022

< Arcane University:Implementation
Implementation
Departments
Quests
Nifs
Mechanics

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

Nif Overview[edit]

Nif files are much more than models. They also include properties and attributes which define how the model interacts with the game world physically. A detailed reference guide for nifs is available at the NIF Data Format page. Here are some pages focusing in on specific aspects of nifs:

Nif properties[edit]

Troubleshooting[edit]

  • UV map fixes
  • 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[edit]

Volume physics[edit]

Surface rendering[edit]