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Blender Help??


Shint

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Hello all and would like to start off saying love all the mods flyin around and much love to all those makin em.

On to the topic, i am in the process of learning blender( about a third thru the noob to pro tut on the wiki) and have been doin a bit of modeling.

Ive also been tryin to learn a bit about nifskope along the way. As far as i understand its possible to mod skyrim meshes in blender after exporting the .obj with nifskope and then importing back into nifskope and doing a few things before saving as a usable .nif for use in skyrim.??

 

Ive dl'd the nifskope version that supports skyrim .nifs and plugins for blender i seen, i can open the .nifs in nifskope and export as .obj and then import into blender no prob. Meshes appear in blender as they do in nifskope. But when i export edited mesh and then import into nifskope i get stuck. Ive seen articles where people talk about copy/pasting blocks but when i try doing that i get a error current version is 20.2.0.7, clipboard data version is 20.0.0.5 .What am i doing wrong? I know what most will say, go thru the tuts, read the instructions and yeah im workin on it.

What im askin for is a guide( with visual aids for the jargon impaired) in simple order.

1. Load nif into nifskope,

2. Any adjustments needed to be made in nifskope before exporting .obj

3. Any settings needed before importing .obj into blender

4. Any special details that need to be focused on in blender that make the file nifskope/skyrim friendly

5. Edit mesh

6.anything needed to be done before exporting to once again make the .obj nifsope/ skyrim friendly

7.import back into nifskope and any settings/data changes that are required before saving as finished skyrim usable .nif.

 

I know im askin for quite a bit, but for those that are successfully editing meshes in blender if any, just a tube vid of your screen from start to finish on a quick mesh mod would do leaps and bounds for those of us not so modeling savy. I'd prefer myself to learn some more of the in depth stuff of blender workin with something for a game that so far has been causing quite a bit of sleep deprevation.

Thanks ahead of time for any helpful responses to this.

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Hello all and would like to start off saying love all the mods flyin around and much love to all those makin em.

On to the topic, i am in the process of learning blender( about a third thru the noob to pro tut on the wiki) and have been doin a bit of modeling.

Ive also been tryin to learn a bit about nifskope along the way. As far as i understand its possible to mod skyrim meshes in blender after exporting the .obj with nifskope and then importing back into nifskope and doing a few things before saving as a usable .nif for use in skyrim.??

 

Ive dl'd the nifskope version that supports skyrim .nifs and plugins for blender i seen, i can open the .nifs in nifskope and export as .obj and then import into blender no prob. Meshes appear in blender as they do in nifskope. But when i export edited mesh and then import into nifskope i get stuck. Ive seen articles where people talk about copy/pasting blocks but when i try doing that i get a error current version is 20.2.0.7, clipboard data version is 20.0.0.5 .What am i doing wrong? I know what most will say, go thru the tuts, read the instructions and yeah im workin on it.

What im askin for is a guide( with visual aids for the jargon impaired) in simple order.

1. Load nif into nifskope,

2. Any adjustments needed to be made in nifskope before exporting .obj

3. Any settings needed before importing .obj into blender

4. Any special details that need to be focused on in blender that make the file nifskope/skyrim friendly

5. Edit mesh

6.anything needed to be done before exporting to once again make the .obj nifsope/ skyrim friendly

7.import back into nifskope and any settings/data changes that are required before saving as finished skyrim usable .nif.

 

I know im askin for quite a bit, but for those that are successfully editing meshes in blender if any, just a tube vid of your screen from start to finish on a quick mesh mod would do leaps and bounds for those of us not so modeling savy. I'd prefer myself to learn some more of the in depth stuff of blender workin with something for a game that so far has been causing quite a bit of sleep deprevation.

Thanks ahead of time for any helpful responses to this.

go here http://www.tesnexus.com/downloads/file.php?id=41155 this is for modifying exsiting armor should work with clothes. for tes4 tho. maybe no one will see I put this link for tes4 in skyrim fourms

Edited by mrlosesafer
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Hmmm, ive tried editing a gilded elven cuiress for tesv,(heavycuiress_1) and went ahead and ok'd the bit about the version difference, in game when i equip the armor i get a big transparent triangle around my body with a glowing white cylinder at about the waist.

I know im missing a step somewhere dealing with the import/export, or steps needed to be taken somewhere.

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  • 4 weeks later...

Hmmm, ive tried editing a gilded elven cuiress for tesv,(heavycuiress_1) and went ahead and ok'd the bit about the version difference, in game when i equip the armor i get a big transparent triangle around my body with a glowing white cylinder at about the waist.

I know im missing a step somewhere dealing with the import/export, or steps needed to be taken somewhere.

 

You know, I'd love to see more responses to this. I've exported/imported from nif to blender, using .obj. The item looks great in Blender, I go about deleting vertices, having the item linked to it's UV so I can watch the UV get properly edited as I go, then I export/import (obj) over to Nifscope. The item pops in, using a random material, ok that's fine, I delete the material and have the item (glassCuirass) just steal the nodes from the glassCuirass I'm replacing, only keeping it's new NiTriShapeData, so it has all it's fancy new verts and triangles and what have you. Well, it looks great. I Edit UV on it, yup, UV is fine and dandy. Alright, remove block on the old glassCuirass item, and it's NiTriShapeData block... kk, now it's just blocks I need. Everything is still golden in the little modeling window. I face the normals, update all tangent space... yup. Save. Now I open up glassCuirass_0 (I was doing _1), copy branch my new glassCuirass into the _0, remove branching the other one's glassCuirass first, and voila. Both files have the exact same glassCuirass item, will all nodes the same. Now it should scale appropriately right? No weird reads going on between two armors with identical armor blocks... I go into game, and what do I see?

 

My armor is a mini-hurricane of triangles scattered to the winds around my character. So. Wtf.

 

Seriously. Any input. Appreciated. As long as you read all of this. ;) Oh, unless you're going to tell me to go get the nif import/export script. I'm trying to figure out a way to do this with .obj. Thanks.

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