Difference between revisions of "Arcane University:Nif implementation"

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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]].
  
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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== Reference pages ==
* [[Quest Implementation]]
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* [[AU:NetImmerse Format|NetImmerse Format]]: Overview of nif format
* Nif Implementation
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** [[AU:NetImmerse Format/BSLightingShaderProperty|BSLightingShaderProperty]]: Lighting Shader settings and flags
* [[Mechanics Implementation]]
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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
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* [[AU:DDS Data Format|DDS Data Format]]: Overview of the DDS format Skyrim uses for textures
  
==Workflow & general tutorials==
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==Tutorials==
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=== Weapons ===
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*[[AU:Nifskope Weapons Setup|Nifskope Weapons Setup]]
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*[[:File:Tutorial_skyrim_bows_from_3ds.pdf|Rigging bows with 3ds Max and NifSkope (pdf)]] by Artisanix
  
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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=== Animated objects ===
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*[[AU:Exporting animated statics using ck-cmd|Exporting animated statics using ck-cmd]]
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*[https://www.youtube.com/watch?v=4DrN_AS28qk Animating Crash Course - Basic Static Animations in Blender (video)] by Hayden Price
  
Other subjects covered will be:
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=== Constraints ===
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*[[AU:Nifskope Hinge Constraints|Hinge Constraints]]
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*[[AU:Nifskope Prismatic Constraints|Prismatic Constraints]]
  
* animation
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=== Importing/exporting ===
* polishing (UV, shader faces, tangent spaces, sanitize, correct names...)
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*[[AU:Nif Import|Nif Import]]
* special effect nodes
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*[[AU:Mesh Export to NIF|Mesh Export to NIF]]
  
==Basics==
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== Import/Export tools ==
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*[[AU:3DS MAX Import|3DS MAX Import]] plugin
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*[[AU:Blender Niftools Addon|Blender Niftools Addon]]
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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]]
  
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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[[Category:Arcane University-Implementation]]
* weight center
 
* collision
 
* physical havoc material (does it swim, float, hover etc)
 
*[[File:PhysicalMaterial1.png]]
 
* Effect properties (See shaders)
 
* animations
 
* BSFX 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==
 
 
 
===volume physics===
 
 
 
* Nif data formate and its structure: https://wiki.beyondskyrim.org/wiki/Arcane_University:NIF_Data_Format
 
* making a simple mesh rotation animation with Nifskope https://www.youtube.com/watch?v=YmGVknCC_a8
 
* 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
 
* copy animations to custom nif: https://www.youtube.com/watch?v=SodgAvvEjwQ
 
* Shader implementation (Fire on a hut): https://www.youtube.com/watch?v=nGO0gwFwnLs
 
 
 
===surface rendering===
 
 
 
* DDS texture formate https://wiki.beyondskyrim.org/wiki/Arcane_University:DDS_Data_Format
 
* editing the UV map https://www.youtube.com/watch?v=1u51yDEGzmQ
 
* making a simple rotation animation with a texture via UV map in Nifskope https://www.youtube.com/watch?v=CBlaY5keZRg
 
* 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| ]]
 

Latest revision as of 15:30, 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.

Reference pages[edit]

Tutorials[edit]

Weapons[edit]

Animated objects[edit]

Constraints[edit]

Importing/exporting[edit]

Import/Export tools[edit]