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{{Trail|3D Art|Mesh Export to NIF}}
 
{{Trail|3D Art|Mesh Export to NIF}}
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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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. This 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. This tutorial will not be covering loading these models/placing them into the Creation Kit, nor any modelling techniques.
 
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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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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 ==
 
== Getting Started ==
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* [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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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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*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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