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]]
 
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]]
  
===Nif properties===
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== Reference pages ==
 
* [[AU:NetImmerse Format|NetImmerse Format]]: Overview of nif format
 
* [[AU:NetImmerse Format|NetImmerse Format]]: Overview of nif format
 
** [[AU:NetImmerse Format/BSLightingShaderProperty|BSLightingShaderProperty]]: Lighting Shader settings and flags
 
** [[AU:NetImmerse Format/BSLightingShaderProperty|BSLightingShaderProperty]]: Lighting Shader settings and flags
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** [[AU:NetImmerse Format/BSEffectShaderProperty|BSEffectShaderProperty]]: Effect Shader settings and flags
 
** [[AU:NetImmerse Format/BSEffectShaderProperty|BSEffectShaderProperty]]: Effect Shader settings and flags
 
* [[AU:Collision|Collision]] and physics settings
 
* [[AU:Collision|Collision]] and physics settings
** [[AU:Nifskope Hinge Constraints|Hinge Constraints]]
 
** [[AU:Nifskope Prismatic Constraints|Prismatic Constraints]]
 
  
 
==Nif implementation tutorials==
 
==Nif implementation tutorials==
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*[[AU:Exporting animated statics using ck-cmd|Exporting animated statics using ck-cmd]]
 
*[[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
 
*[https://www.youtube.com/watch?v=4DrN_AS28qk Animating Crash Course - Basic Static Animations in Blender (video)] by Hayden Price
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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]]
  
 
== Importing/exporting ==
 
== Importing/exporting ==

Revision as of 15:18, 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

Nif implementation tutorials

Weapons

Animated objects

Constraints

Importing/exporting

Import/Export tools