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{{Trail|3D Art}}[[Category:Arcane University-3D Art-Mesh Export to NIF| ]]
 
{{Trail|3D Art}}[[Category:Arcane University-3D Art-Mesh Export to NIF| ]]
 
In order for your mesh to be used in Skyrim, it must be in [[AU:NIF Data Format|.nif]] format. There are several ways to do this, depending on what 3D software you use.
 
In order for your mesh to be used in Skyrim, it must be in [[AU:NIF Data Format|.nif]] format. There are several ways to do this, depending on what 3D software you use.
 
* Any 3D programs (see requirements)
 
** CK-CMD
 
** Outfit Studio
 
* Blender
 
** Blender Niftools Addon
 
** PyNifly
 
* 3DS MAX
 
** 3DS Max Nif Plugin
 
 
A number of these methods do not directly support Special Edition nifs. However, this can be circumvented using [https://www.nexusmods.com/skyrimspecialedition/mods/4089/ SSE Nif Optimizer] or [https://www.nexusmods.com/skyrimspecialedition/mods/23316 Cathedral Assets Optimizer], both of which can convert LE meshes to SE format and the other way around.
 
 
== CK-CMD ==
 
[[AU:CK-CMD for Skyrim|CK-CMD]] is an independent command-line software you can use to, among many other things, convert FBX files to NIF and the other way around. You can download it on its [https://github.com/aerisarn/ck-cmd GitHub page]. The advantage of this method is that it allows for exporting for any 3D program that can export to FBX. Limitations: Does not directly support SE nif files.
 
 
== Outfit Studio ==
 
The process for exporting using Outfit Studio is documented on [[AU:Outfit Studio Export|Outfit Studio Export]]. The advantage of this method is that it allows for exporting for any 3D program which can export to OBJ. The disadvantage is that you have to work with intermediate files, which makes it harder to quickly test out small edits in-game. Limitations: The OBJ format cannot store vertex weights or vertex colors, so any rigging will need to be done within Outfit Studio.
 
  
 
== Blender Niftools Addon ==
 
== Blender Niftools Addon ==
You can export directly from Blender using the [[AU:Blender Niftools Addon|Blender Niftools Addon]]. Which version you should use (and how you export) depends on which version of Blender you are using. It allows for directly exporting from Blender to a full NIF, but you will need to merge the created NIF with separately created collision using [[AU:Niftools/Chunkmerge for Skyrim|ChunkMerge]]. The advantage of this method is that you do not need any intermediate files and can export directly from Blender. Limitations: No collision handling, and does not directly support SE nif files. Both of these limitations can be handled with workarounds.
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You can export directly from Blender using the [[AU:Blender Niftools Addon|Blender Niftools Addon]]. Which version you should use (and how you export) depends on which version of Blender you are using. It allows for directly exporting from Blender to a full NIF, but you will need to merge the created NIF with separately created collision using [[AU:Niftools/Chunkmerge for Skyrim|ChunkMerge]]. The advantage of this method is that you do not need any intermediate files and can export directly from Blender.
  
 
=== Blender 2.7x ===
 
=== Blender 2.7x ===
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The process for direct export from Blender 2.8 or up is documented on [[AU:Blender 2.8+ Export|Blender 2.8+ Export]].
 
The process for direct export from Blender 2.8 or up is documented on [[AU:Blender 2.8+ Export|Blender 2.8+ Export]].
  
== PyNifly ==
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== 3DS MAX Export ==
[[AU:PyNifly for Skyrim|PyNifly]], like the Blender Niftools Addon, allows for direct import/export of nif files. Unlike the Blender Niftools Addon, it has support for SE nif files and handles simple collisions (non-MOPP).
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The process for direct export from 3DS MAX export is documented on [[AU:3DS MAX Export|3DS MAX Export]]. It allows for direct export from 3DS MAX to a full NIF. The advantage of this method is that you do not need any intermediate files and can export directly from 3DS MAX. The disadvantage is that it does not work for every version of 3DS MAX, and will therefore need to be updated when updating 3DS MAX.
  
== 3DS MAX Nif Plugin ==
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== CK-CMD ==
The process for direct export from 3DS MAX export using especially made plugin is documented on [[AU:3DS MAX Export|3DS MAX Export]]. It allows for direct export from 3DS MAX to a full NIF. The advantage of this method is that you do not need any intermediate files and can export directly from 3DS MAX. The disadvantage is that it does not work for every version of 3DS MAX, and will therefore need to be updated when updating 3DS MAX. Limitations: Does not directly support SE nif files.
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[[AU:CK-CMD for Skyrim|CK-CMD]] is an independent command-line software you can use to, among many other things, convert FBX files to NIF. You can download it on its [https://github.com/aerisarn/ck-cmd GitHub page.] To convert an FBX file to NIF, first you must export from your 3D software with the correct settings. Firstly, make sure to apply transforms before export. Because Skyrim uses a -Z Forward, Y Up coordinates system, you must export with these settings or else your mesh will be flipped on multiple axes. Once you have exported your FBX with the proper settings, in the command line run the command <code>ck-cmd.exe importfbx (FBX filepath) -e (output folder)</code>. This will create a NIF with the same name as your FBX in the output folder specified. It should be noted CK-CMD exports Legendary Edition NIFs, so if you want to use your NIF in Special Edition, it must be converted first with SSE Nif Optimizer.
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NOTE: If you don't want to run the command line every time you want to convert, you can create a file in the same location as ck-cmd.exe which will convert just by dragging and dropping FBXs onto a .BAT file. To do this, create a .BAT file (Notepad++ supports saving in this file format) with the code <code>"%~dp0\ck-cmd.exe" importfbx "%1" . > logfile.txt 2>&1</code>. Once you have saved this, you can convert to NIF by simply dragging and dropping your FBX onto the file you created.
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== Outfit Studio ==
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The process for exporting using Outfit Studio is documented on [[AU:Outfit Studio Export|Outfit Studio Export]]. The advantage of this method is that it allows for exporting for any 3D program which can export to OBJ, as well as not being dependent on that program's version. The disadvantage is that you have to work with intermediate files, which makes it harder to quickly test out small edits in-game. Furthermore, any rigging will need to be done within Outfit Studio, as OBJ files cannot contain rigging information.
  
 
== See Also ==
 
== See Also ==

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