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{{Trail|3D Art|Mesh Export to NIF}}
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This tutorial will cover the basics of exporting statics from Blender 2.7+ to a Skyrim .nif as well as explain what does what when it comes to exporting. Depending on how you work, you may find this easier than the old ‘exporting via 2.49b’ method. I believe this method takes a little more work to get set up, but once it is you can export directly to Skyrim with as little messing around in NifSkope as possible, allowing you to quickly test small changes to your static models with little hassle. I will assume you have a basic knowledge of Blender, and I will only be covering the Blender to .nif exporting for static models with collisions. This tutorial will not be covering loading these models/placing them into the Creation Kit, nor any modelling techniques.
Here we cover the basics of exporting statics from Blender 2.7+ to a Skyrim [[AU: NIF Data Format| .NIF file]] as well as explain what does what when it comes to exporting. Using a version of Blender that's 2.8 or higher? Base your workflow on [https://wiki.beyondskyrim.org/wiki/Arcane_University:Blender_2.8%2B_Export Blender 2.8+ Export] instead, though it'll refer back here multiple times.
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The Blender Plugin method may take a little more work to get set up, but once it is you can export directly to Skyrim with as little messing around in NifSkope as possible. This allows you to quickly test small changes to your static models with little hassle. It will be assumed that you have a basic knowledge of Blender, and this tutorial will only be covering the Blender to .nif exporting for static models with collisions.
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== Getting Started ===
 
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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.
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== Getting Started ==
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To export your models, you will require these tools:
 
To export your models, you will require these tools:
 
* [https://github.com/niftools/nifskope/releases NifSkope]
 
* [https://github.com/niftools/nifskope/releases NifSkope]
 
* [https://github.com/niftools/blender_nif_plugin/releases Blender Nif Plugin]
 
* [https://github.com/niftools/blender_nif_plugin/releases Blender Nif Plugin]
* [https://www.afkmods.com/index.php?/files/file/2398-nifutilssuite/ NifUtilSuite] (contains ChunkMerge for collision)
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* [https://drive.google.com/file/d/0B9F4jSOO-JcpYTNsbUg3MkNILW8/view NifUtilSuite] (contains ChunkMerge for collision, click Download)
 
* [https://www.blender.org/download/previous-versions/ Blender 2.7x] (as 3d Program to work with)
 
* [https://www.blender.org/download/previous-versions/ Blender 2.7x] (as 3d Program to work with)
 
* a .nif file to use as a template when using ChunkMerge.
 
* a .nif file to use as a template when using ChunkMerge.
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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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If you have not done so throughout your modeling process, you will need to create a material for each object. You can only have one material per object or your export will fail. So create a new material and play around with some of the settings. There are some Nif settings down the bottom, but they don’t need to be changed in this tutorial. For more information on how the material settings and your nif settings are linked, see [[#Overview of Plugin Options|Overview of Plugin Options]] & [[#Material Settings|Material Settings]]
 
If you have not done so throughout your modeling process, you will need to create a material for each object. You can only have one material per object or your export will fail. So create a new material and play around with some of the settings. There are some Nif settings down the bottom, but they don’t need to be changed in this tutorial. For more information on how the material settings and your nif settings are linked, see [[#Overview of Plugin Options|Overview of Plugin Options]] & [[#Material Settings|Material Settings]]
  
Now go to the Texture tab, which looks like a checkered square, by default it is on the right of the Materials tab [[File:BlenderExp7.jpg|BlenderTextureTab]].
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Now I go to the Texture tab, which looks like a checkered square, by default it is on the right of the Materials tab [[File:BlenderExp7.jpg|BlenderTextureTab]].
  
This is where you actually get to apply your textures, you can also apply your normal maps, etc. here was well. Once your texture is loaded up, scroll down to Mapping section and select Map – UVMap. You should do this for every single texture on every single object or else your export will fail. Another thing worth mentioning is that you need to have all of your textures in a folder that has a folder named ‘textures’ in it’s file structure if you don’t want to get any errors. If you don’t, you will receive some errors, but your .nif will still export.
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This is where we actually get to apply our textures, you can also apply your normal maps, etc. here was well. Once your texture is loaded up, scroll down to Mapping section and select Map – UVMap. You should do this for every single texture on every single object or else your export will fail. Another thing worth mentioning is that you need to have all of your textures in a folder that has a folder named ‘textures’ in it’s file structure if you don’t want to get any errors. If you don’t, you will receive some errors, but your .nif will still export.
  
 
[[File:BlenderExp8.jpg|BlenderMapping]]  
 
[[File:BlenderExp8.jpg|BlenderMapping]]  
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Now we can save that, close down NifSkope and open up NifUtilSuite! For files needed to set up NifUtilSuite and for use as template, NIF, see [[File:Chunkmerge_Utils.zip]]. NifUtilSuite (or rather, ChunkMerge) can take all of the geometry data from our .nif file and turn it into a collision. This part is pretty straightforward. Your target file is the file your original .nif file you exported first, the one that still has your BSLightingShaderProperty branch in it. Your collision file is the one you just edited and removed the BSLightingShaderProperty from. Your collision source should be either Collision fallback Mesh or just simply Mesh, because we are using the mesh to determine where the collisions are. Your collision materials will be different for every object, so you will need to select Name of NiTriShape for your Collision Materials. This way if you have different types of geometry on your model (wood and stone) they can be separated. Your settings should look a bit like this.
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Now we can save that, close down NifSkope and open up NifUtilSuite! This is the part that takes all of the geometry data from our .nif file and turns it into a collision. This part is pretty straightforward. Your target file is the file your original .nif file you exported first, the one that still has your BSLightingShaderProperty branch in it. Your collision file is the one you just edited and removed the BSLightingShaderProperty from. Your collision source should be either Collision fallback Mesh or just simply Mesh, because we are using the mesh to determine where the collisions are. Your collision materials will be different for every object, so you will need to select Name of NiTriShape for your Collision Materials. This way if you have different types of geometry on your model (wood and stone) they can be separated. Your settings should look a bit like this.
  
 
[[File:BlenderExp10.jpg|NifUtilSuiteChunkMerge]]
 
[[File:BlenderExp10.jpg|NifUtilSuiteChunkMerge]]
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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.
 
*Specular – Intensity is related to the Specular Strength property.
 
*Specular – Intensity is related to the Specular Strength property.
 
[[Category:Arcane University-3D_Art| ]]
 

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