GoldenDragyn Posted January 10 Share Posted January 10 (edited) Hello, I am completely new to modeling and texturing Bethesda wise. I tried modifying a armor piece in blender. First I exported it as obj (also have imported as nif into blender) via OutfitStudio then imported into blender. All I did was resize the mesh and adjust the spacing between 2 parts. Blender wouldn't export as a nif, it just kept coming up with errors, something about faces not having attributes, but would export as obj. I then imported the obj into OutfitStudio made adjustments there then exported/saved as nif. In Nifscope and CK textures show up pathed to the correct textures, but in game it's invisible? I am guessing I missed something? So I am asking for some wisdom while I dig around in the wasteland known as google. Thanks in advance! Blender error currently is : blender error object has no attribute "face maps" Edited January 10 by GoldenDragyn add info Link to comment Share on other sites More sharing options...
greyday01 Posted January 12 Share Posted January 12 You might be able to do it entirely in NifSope. Expand the nif and find the NiTriShape and then edit it. The entire mesh or its individual Nitrishapes can be resized and repositioned. Don't forget to duplicate the mesh first and give it a new name. Link to comment Share on other sites More sharing options...
scorrp10 Posted February 5 Share Posted February 5 Generally, after exporting to .obj, editing it in Blender and then exporting it from there to obj. In Outfit Studio, you should import an .obj into a project with a reference. I.e. load up the original .nif and set its mesh as reference - or load a reference body, such as CBBE. Once .obj is imported, you need to go into its properties and set 'skinned' flag in its geometry. Then you copy properties from the original .nif mesh to transfer textures and other parameters. You need to do bone weights on the imported mesh. Typically you can just set the original .nif as reference and use 'Copy bone weights'. You need to make sure that imported mesh is set to the same partition as original one. You need to conform the sliders on the imported mesh (if the original was a BodySlide project) You export the imported mesh as a .nif. You open the original and the new edited exported .nif in NifScope side by side, and compare them. If any section of the mesh had a transparency, it likely got lost - look for any meshes in the original that have a 'NiAlphaProperty' - it will need to be copied to the new mesh. In the BSLightingShaderProperty of every mesh, compare the Shader Flags 1 and 2 between original and edited. There are some flags that Outfit Studio does not copy properly. Link to comment Share on other sites More sharing options...
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