Difference between revisions of "Arcane University:Nif implementation"

The Beyond Skyrim Wiki — Hosted by UESP
Jump to: navigation, search
(proofreading, links)
(Nif properties: reformat)
(10 intermediate revisions by 2 users not shown)
Line 1: Line 1:
{{Trail|Implementation}}
+
{{Trail|Implementation}}{{ImpNav}}
 +
In Beyond Skyrim projects, 3D artists are expected to be able to export their own meshes to [[AU:nif|nif]]s, and textures to [[AU:DDS|DDS]], 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. For the basic process of asset implementation, see [[AU:Intro to Asset Implementation|Intro to Asset 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|Implementation]] department is structured in three sub-departments:
+
===Nif properties===
* [[AU:Quest Implementation|Quest Implementation]]
+
* [[AU:NetImmerse Format|NetImmerse Format]]: Overview of nif format
* '''Nif Implementation''' (you are here)
+
** [[AU:NetImmerse Format/BSLightingShaderProperty|BSLightingShaderProperty]]: Lighting Shader settings and flags
* [[AU:Mechanics Implementation|Mechanics Implementation]]
+
*** [[AU:NetImmerse_Format/Texture Slots|Texture Slots]]: Details on texture slot usage
 +
** [[AU:NetImmerse Format/BSEffectShaderProperty|BSEffectShaderProperty]]: Effect Shader settings and flags
 +
* [[AU:Collision|Collision]] and physics settings
 +
** [[AU:Nifskope Hinge Constraints|Hinge Constraints]]
 +
** [[AU:Nifskope Prismatic Constraints|Prismatic Constraints]]
  
==Overview==
+
==Nif implementation tutorials==
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.
+
=== Weapons ===
 +
*[[AU:Nifskope Weapons Setup|Nifskope Weapons Setup]]
 +
*[[:File:Tutorial_skyrim_bows_from_3ds.pdf|Rigging bows with 3ds Max and NifSkope (pdf)]] by Artisanix
  
Other subjects covered will be:
+
=== Animated objects ===
 +
*[[AU:Exporting animated statics using ck-cmd|Exporting animated statics using ck-cmd]]
 +
*[https://www.youtube.com/watch?v=4DrN_AS28qk Animating Crash Course - Basic Static Animations in Blender (video)] by Hayden Price
  
* animation
+
== Importing/exporting ==
* polishing (UV, shader faces, tangent spaces, sanitize, correct names...)
+
*[[AU:Nif Import|Nif Import]]
* special effect nodes
+
*[[AU:Mesh Export to NIF|Mesh Export to NIF]]
  
==Basics==
+
===Import/Export tools===
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
+
*[[AU:3DS MAX Import|3DS MAX Import]] plugin
* [[AU:Mesh Collisions|Collision and physics settings]]
+
*[[AU:Blender Niftools Addon|Blender Niftools Addon]]
* [[AU:NIF Data Format#Shader types|Shader settings]]
+
*[[AU:ck-cmd|ck-cmd]]
* [[AU:NIF Data Format#Effect Properties|Effect properties]]
+
*[[AU:Outfit Studio|Outfit Studio]]
* Animations
+
*[[AU:PyNifly|PyNifly]]
* [[AU:NIF Data Format#BSXFlags node|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==
+
[[Category:Arcane University-Implementation]]
===Volume physics===
 
* Nif data format and its structure: [[AU:NIF_Data_Format|NIF Data Format]]
 
* Adjusting size, scale and position of NiTriShapes in NifSkope: https://www.youtube.com/watch?v=C9rlBDrfSP8
 
* Animate Static Objects: https://www.youtube.com/watch?v=1lkrX3HYSDc
 
* 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
 
* Moving the node centers to fit an animated mesh: https://www.youtube.com/watch?v=4H11Kokvqk0&t=24s
 
 
 
===Surface rendering===
 
* [[AU:DDS Data Format|DDS texture format]]
 
* Editing the UV map https://www.youtube.com/watch?v=1u51yDEGzmQ
 
* 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| ]]
 

Revision as of 00:38, 1 December 2025

< 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, and textures to DDS, 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. For the basic process of asset implementation, see Intro to Asset Implementation

Nif properties

Nif implementation tutorials

Weapons

Animated objects

Importing/exporting

Import/Export tools