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Blender NIF export error: Non-uniform scaling not supported


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I'm not sure exactly what this means or what I did wrong. I'm trying to redo the collision on one of the original NIF files so I found the name of the base object in CSE, extracted the NIF from the BSA archive, used nifskope to convert it to an OBJ, and added several collisions in Blender before attempting to export. But unfortuntely when I hit "ok" to export the file with the selected settings, I get an error telling me that Non-uniform scaling is not supported, and that I should apply size and rotation on 'Cube'. I'm still scratching my head saying "What? Why?" Blender might as well have said "Do not pass go, do not collect 200 dollars"

 

For the convinience, I'll provide screenshots of the various collisions and the export settings as well as a link to the .blend file.

 

Export settings

 

Collision1

Collision2

Collision3

 

.blend file

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when in blender press N or (object -> transform properties)

there you ll see that your object has different scales or rotation)

select each object (or collision)

if yoy press ctr-A a menu comes - hit scale and rotation to object data

now your scaling changes all to 1

repeat for the next object

Edited by kastano
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i dont know what you are trying to do - if you want static(that shows in your export settings)

but you havent added a property in the colission Go to logic its the pacman icon F4(panels)

to add aproperty click add property

change float to string

in the first column type HavokMaterial

in the second type HAV_MAT_METAL or HAV_MAT_STONE etc

-- this is already setted in your example---

then go to object(panels) F7

draw - drawtype- Bounds

draw - drawextra - wire

 

__________________________________________

Also it seems you apply three textures-materials in one mesh

you joined three meshes but the vertexgroups were assigned to another material texture

delete them from editing panel f9 or make seperate object for every material

propably you can delete the extra trishape from nifscope

- my english is confusing but i think you get the idea

Edited by kastano
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@kastano

 

http://i897.photobucket.com/albums/ac172/DarkSpydaIV/ScreenShot223_zpsf16e82b8.png

 

Got it. Setting the scale to 1.0X, 1.0Y, 1.0Z or 20.0X, 20.0Y, 20.0Z instead of maybe 1.5X, 0.2Y, 0.5Z (you get the picture) solved the problem. I also did the thing with adding properties to the collisions and it exported proper. Then in nifskope, deleting the extra tristrips as you suggested fixed the texture. After that, I imported it into the game where it was tested and everything including the collision worked perfectly. The only problem I had was some scaling issues with the object being too big or too small when placed in the CS.

 

The first time I exported it and it worked I had each collision at 1.0X, 1.0Y, and 1.0Z with their unique shape and size obtained through vertex editing. The object itself was scaled at 0.010, however but matched the collision objects which were at scale 1.0. When I tried it out in the CS, the object was tiny and had to be scaled to 10.0 to match the size of the original ararchcolumn04. However, the bounding box (not collision) around the new column was needlessly larger than the object itself which caused a few complications working with the object in the editor.

 

http://i897.photobucket.com/albums/ac172/DarkSpydaIV/htrh_zps74f3efa5.png

 

The second time I exported the object and it worked I had done a bit of math and scaled each collision up to 100.0 and the object up to 1.0 instead of 0.010. When I tested it out in the CS, the object matched the bounding box but the object was HUGE and not tiny (can't it just be normal size?) I had to scale the object down to 0.1 in order to get the size to match the original ararchcolumn04. This is the final product you see my character standing on. It may have to be scaled down in the CS but it works and more importantly, fixes the glitch that happens when standing on the original arch column. When you standed on the original ararchcolumn04 while it was laying on its side the character would bump up and down like a car riding on a bumpy road and the player couldn't jump, either. By editing the collisions, I have fixed this problem.

Edited by DarkSpyda04
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:-) that works

 

well i didnt noticed it in your blender file but you didnt also set (in pacman panel) your collision to rigid body

i guess it worked because your object was static and not clutter etc

ok quick walkthrough the way i do it (matched collision for statics)

for example if my object has three meshes(so i can aply three textures)

i select them all

shift d (thats dublicate)

then object move to layer 2

i join the objects there - usally when i create a static object

f7 bounds - wire

---------------------------------------

for not getting the final nif too big in kb

f9 i delete the extra materials assigned (where it says 3 mat 1)

in the same panel you ll see modifiers

put the decimate

in the ratio click left untill you got sth it suits your taste but have not much vertices (this is your collision at the end)

for extra go to edit mode select all vertices

mesh -> vertices -> remove doubles

-----------------------

in logic panel

set to rigidbody

bounds -> triangle mesh

add property and so on and move your collision back to layer 1

at the end edit your collision in edit mode (to suit your needs)

example select all vertices press s and scale it to 1.05

in the export settings set the type of collision you want -static clutter etc

the colour of collision will be different and so the properties

 

Edited by kastano
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  • 3 years later...

Hi guys so I'm getting multiple errors and one of them is the non uni- error. The thing is: I have applied the transforms several times and I still get the error. I have no idea what the other errors mean outside of there seems to be a problem with the scripts maybe. Any suggestions?

Thanks for all your help guys.Screenshot_2017-07-01_21.23.12.png.de094

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