Difference between revisions of "Arcane University:Nif implementation"

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{{Trail|Implementation}}{{ImpNav}}
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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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]]
 
 
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 [[AU:Intro to Asset Implementation|Intro to Asset Implementation]]
 
 
 
==Nif Overview==
 
Nif files are much more than models. They also include properties and attributes which define how the model interacts with the game world physically. Take your time to have a look at the specifics of the [[Arcane_University:NIF_Data_Format|Nif data format]].
 
  
 
===Nif properties===
 
===Nif properties===
* [[AU:Mesh Collisions|Collision and physics settings]]
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* [[AU:NetImmerse Format|NetImmerse Format]]: Overview of nif format
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** [[AU:NetImmerse Format/BSLightingShaderProperty|BSLightingShaderProperty]]: Lighting Shader settings and flags
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*** [[AU:NetImmerse_Format/Texture Slots|Texture Slots]]: Details on texture slot usage
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** [[AU:NetImmerse Format/BSEffectShaderProperty|BSEffectShaderProperty]]: Effect Shader settings and flags
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* [[AU:Collision|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:Nifskope Prismatic Constraints|Prismatic Constraints]]
** [[AU:NIF Data Format#Effect Properties|Effect properties]]
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* [[AU:Animation|Animation]]
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==Nif implementation tutorials==
* General Metadata
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=== Weapons ===
** [[AU:NIF Data Format#BSXFlags node|BSX Flags]] (enable things like animation and physics)
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*[[AU:Nifskope Weapons Setup|Nifskope Weapons Setup]]
** [[AU:NIF Data Format#Inventory Marker|Inventory marker]] (changes how the item is shown in the inventory)
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*[[:File:Tutorial_skyrim_bows_from_3ds.pdf|Rigging bows with 3ds Max and NifSkope (pdf)]] by Artisanix
  
===Troubleshooting===
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=== Animated objects ===
* UV map fixes
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*[[AU:Exporting animated statics using ck-cmd|Exporting animated statics using ck-cmd]]
* The common sanitize spells
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*[https://www.youtube.com/watch?v=4DrN_AS28qk Animating Crash Course - Basic Static Animations in Blender (video)] by Hayden Price
** 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==
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== Importing/exporting ==
===Volume physics===
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*[[AU:Nif Import|Nif Import]]
* Nif data format and its structure: [[AU:NIF_Data_Format|NIF Data Format]]
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*[[AU:Mesh Export to NIF|Mesh Export to NIF]]
* 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===
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===Import/Export tools===
* [[AU:DDS Data Format|DDS texture format]]
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*[[AU:3DS MAX Import|3DS MAX Import]] plugin
* Editing the UV map https://www.youtube.com/watch?v=1u51yDEGzmQ
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*[[AU:Blender Niftools Addon|Blender Niftools Addon]]
* Placing textures on a NiTriShape via NifSkope including UV map adjustments: https://www.youtube.com/watch?v=kbnE5MZhdOE
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*[[AU:ck-cmd|ck-cmd]]
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*[[AU:Outfit Studio|Outfit Studio]]
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*[[AU:PyNifly|PyNifly]]
  
[[Category:Arcane University-Animation| ]][[Category:Arcane University-Implementation| ]]
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[[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