Difference between revisions of "Arcane University:Nif implementation"

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m (Gamma Metroid moved page Arcane University:Nif Implementation to Arcane University:Nif implementation: capitalization)
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{{Trail|Implementation}}{{ImpNav}}
 
{{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 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. For the basic process of asset implementation, see [[AU:Intro to Asset Implementation|Intro to Asset Implementation]]
  
Other subjects covered will be:
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== Skyrim Data Formats ==
 
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Skyrim uses [[AU:NIF|NIF]] and [[AU:DDS|DDS]] file formats to store meshes and textures, respectively. That means your mesh must be converted to a NIF and textures to DDS.
* 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. 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:
 
  
 
===Nif properties===
 
===Nif properties===
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* General Metadata
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** [[AU:NetImmerse Format#BSXFlags|BSX Flags]] (enable things like animation and physics)
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** [[AU:NetImmerse Format#Inventory Marker|Inventory marker]] (changes how the item is shown in the inventory)
 
* [[AU:Mesh Collisions|Collision and physics settings]]
 
* [[AU:Mesh Collisions|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:NetImmerse Format#Shader types|Shader settings]]
** [[AU:NIF Data Format#Effect Properties|Effect properties]]
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** [[AU:NetImmerse Format#Effect Properties|Effect properties]]
 
* [[AU:Animation|Animation]]
 
* [[AU:Animation|Animation]]
* General Metadata
 
** [[AU:NIF Data Format#BSXFlags node|BSX Flags]] (enable things like animation and physics)
 
** [[AU:NIF Data Format#Inventory Marker|Inventory marker]] (changes how the item is shown in the inventory)
 
  
===Troubleshooting===
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==Nif implementation tutorials==
* 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==
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=== Weapons ===
===Volume physics===
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*[[AU:Nifskope Weapons Setup|Nifskope Weapons Setup]]
* Nif data format and its structure: [[AU:NIF_Data_Format|NIF Data Format]]
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*[[:File:Tutorial_skyrim_bows_from_3ds.pdf|Rigging bows with 3ds Max and NifSkope (pdf)]] by Artisanix
* 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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=== Animated Objects ===
* [[AU:DDS Data Format|DDS texture format]]
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*[[AU:Exporting animated statics using ck-cmd|Exporting animated statics using ck-cmd]]
* Editing the UV map https://www.youtube.com/watch?v=1u51yDEGzmQ
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*[https://www.youtube.com/watch?v=4DrN_AS28qk Animating Crash Course - Basic Static Animations in Blender (video)] by Hayden Price
* 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| ]]
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[[Category:Arcane University-Implementation]]

Revision as of 18:40, 30 November 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, 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

Skyrim Data Formats

Skyrim uses NIF and DDS file formats to store meshes and textures, respectively. That means your mesh must be converted to a NIF and textures to DDS.

Nif properties

Nif implementation tutorials

Weapons

Animated Objects