Editing Arcane University:Blender 2.7x Export

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This tutorial will not be covering loading these models/placing them into the Creation Kit, nor any modelling techniques. The Blender Nif Plugin can also not work with SSE NIFs, so to import/export those, you need to also use [https://www.nexusmods.com/skyrimspecialedition/mods/4089 SSE NIF Optimizer], which can convert between the two formats.
 
This tutorial will not be covering loading these models/placing them into the Creation Kit, nor any modelling techniques. The Blender Nif Plugin can also not work with SSE NIFs, so to import/export those, you need to also use [https://www.nexusmods.com/skyrimspecialedition/mods/4089 SSE NIF Optimizer], which can convert between the two formats.
  
== Getting Started ==
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== Getting Started ===
  
 
To export your models, you will require these tools:
 
To export your models, you will require these tools:
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Once you have the appropriate files downloaded, install them all, all of the links above should have a readme file somewhere regarding each program.
 
Once you have the appropriate files downloaded, install them all, all of the links above should have a readme file somewhere regarding each program.
  
== Preparing in Blender ==
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== Preparing in Blender ===
 
Depending on how you choose to model, you can do this as you go or at the end as one whole process, and it doesn’t matter which order you do these steps as long as they are all completed before you try to export. I recommend modeling in Blender units so you do not have to scale your model upon exporting, as 1 Blender unit is equal to 1 Skyrim unit. The reason for this is that if you are creating a tiling object, scaling on exporting will most likely put out your measurements by the slightest values and cause visible breaks and seams.
 
Depending on how you choose to model, you can do this as you go or at the end as one whole process, and it doesn’t matter which order you do these steps as long as they are all completed before you try to export. I recommend modeling in Blender units so you do not have to scale your model upon exporting, as 1 Blender unit is equal to 1 Skyrim unit. The reason for this is that if you are creating a tiling object, scaling on exporting will most likely put out your measurements by the slightest values and cause visible breaks and seams.
  
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== Overview of Plugin Options ==
 
== Overview of Plugin Options ==
 
This is goes into the details of what you can change in Blender that the exporter recognizes.
 
This is goes into the details of what you can change in Blender that the exporter recognizes.
=== NifTools Object Panel===
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=== NifTools Object Panel====
 
* Nif Version, User Version 1 and User Version 2: all directly relate to the Nif Version found in the Header of the .nif
 
* Nif Version, User Version 1 and User Version 2: all directly relate to the Nif Version found in the Header of the .nif
 
* Nif Root Node:  Will be the root node of your .nif. Self explanatory.
 
* Nif Root Node:  Will be the root node of your .nif. Self explanatory.
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=== NifTools Object Extra Data Panel ===
 
=== NifTools Object Extra Data Panel ===
 
Unknown, possibly used to add in BSXFlags and other extra nodes. I don’t believe it works at the moment.
 
Unknown, possibly used to add in BSXFlags and other extra nodes. I don’t believe it works at the moment.
=== BS Inv Marker ===
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==== BS Inv Marker ====
 
Used to set a rotation for an inventory item. Use transformation from radiant (pi) to degree values. Follows the common "right-hand rule" axis definition as in science & engineering.
 
Used to set a rotation for an inventory item. Use transformation from radiant (pi) to degree values. Follows the common "right-hand rule" axis definition as in science & engineering.
  
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=== NifTools Dismember Flags Panel ===
 
=== NifTools Dismember Flags Panel ===
 
*Unknown
 
*Unknown
===Material Settings===
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====Material Settings====
 
Several material settings relate to values in the BSLightingShaderProperty
 
Several material settings relate to values in the BSLightingShaderProperty
 
*Specular – Hardness is related to the Glossiness property.
 
*Specular – Hardness is related to the Glossiness property.

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