Difference between revisions of "Arcane University:Nif Implementation"

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{{Trail|Implementation}}
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{{Trail|Implementation}}{{ImpNav}}
 
 
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==
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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 [[Arcane_University:NIF_Data_Format|Nif data format]]. Topics of interest are especially
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==Nif Overview==
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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:
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===Nif properties===
 
* [[AU:Mesh Collisions|Collision and physics settings]]
 
* [[AU:Mesh Collisions|Collision and physics settings]]
* [[AU:Nifskope Hinge Constraints|Hinge Constraints]]
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** [[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]]
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** [[AU:NIF Data Format#Effect Properties|Effect properties]]
* Animations
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* [[AU:Animation|Animation]]
* [[AU:NIF Data Format#BSXFlags node|BSX Flags]]
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* General Metadata
* Inventory marker
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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, ...)
 
 
* The common sanitize spells
 
* The common sanitize spells
 
** update tangent spaces
 
** update tangent spaces

Latest revision as of 04:06, 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]