Difference between revisions of "Arcane University:Nif implementation"
The Beyond Skyrim Wiki — Hosted by UESP
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===Import/Export tools=== | ===Import/Export tools=== | ||
| − | *[[AU: | + | *[[AU:3DS MAX Import|3DS MAX Import]] plugin |
*[[AU:Blender Niftools Addon|Blender Niftools Addon]] | *[[AU:Blender Niftools Addon|Blender Niftools Addon]] | ||
*[[AU:ck-cmd|ck-cmd]] | *[[AU:ck-cmd|ck-cmd]] | ||
Revision as of 19:10, 30 November 2025
| 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
Contents
Nif properties
- General Metadata
- BSX Flags (enable things like animation and physics)
- Inventory marker (changes how the item is shown in the inventory)
- Collision and physics settings
- Shader settings
- Animation
Nif implementation tutorials
Weapons
Animated objects
- Exporting animated statics using ck-cmd
- Animating Crash Course - Basic Static Animations in Blender (video) by Hayden Price