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skyrim armor


Rainmaker91

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Hi, I'm just starting my own armor project where the goal will be to model the assassins creed armor from AC Brotherhood (just because I like it better than AC revelations). Anyway, I was just wondering how I would do this using the body from skyrim. When I toyed around with New Vegas I used the original body and skeleton, but in skyrim these seem to be in separate files. How would I go about it with skyrim compared to new vegas?

 

 

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. When I toyed around with New Vegas I used the original body and skeleton, but in skyrim these seem to be in separate files. How would I go about it with skyrim compared to new vegas?

the same exact way because in NV the skeleton and the body were also in separate files.

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. When I toyed around with New Vegas I used the original body and skeleton, but in skyrim these seem to be in separate files. How would I go about it with skyrim compared to new vegas?

the same exact way because in NV the skeleton and the body were also in separate files.

 

seems I might have missunderstood something then, thank you anyways. :)

 

 

 

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The bones included in the armor is typically just the pieces that are attached to the armor...it is rarely ever a complete skeleton that is included with the armor. For example, the gloves may only contain the bones in the hand and forearm. So, if you are creating a new piece of armor, you typically will want the entire skeleton available to you as you create your armor and attach bones during the weighting / skinning process. When you export the armor, NIF Scripts will remove any unused bones as part of the export process. If it doesn't, you can use NifSkope and go through the "Spells" menu to clean up the structure. At least, that's how it was done AFTER the tools were updated and aware of the new format.

 

LHammonds

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The bones included in the armor is typically just the pieces that are attached to the armor...it is rarely ever a complete skeleton that is included with the armor. For example, the gloves may only contain the bones in the hand and forearm. So, if you are creating a new piece of armor, you typically will want the entire skeleton available to you as you create your armor and attach bones during the weighting / skinning process. When you export the armor, NIF Scripts will remove any unused bones as part of the export process. If it doesn't, you can use NifSkope and go through the "Spells" menu to clean up the structure. At least, that's how it was done AFTER the tools were updated and aware of the new format.

 

LHammonds

 

Blender? Skyrim?

 

Did I miss something? How can someone make skyrim armor with Blender without the appropriate NifTools? And you guys don't object?

 

I'm puzzled. :wacko:

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The bones included in the armor is typically just the pieces that are attached to the armor...it is rarely ever a complete skeleton that is included with the armor. For example, the gloves may only contain the bones in the hand and forearm. So, if you are creating a new piece of armor, you typically will want the entire skeleton available to you as you create your armor and attach bones during the weighting / skinning process. When you export the armor, NIF Scripts will remove any unused bones as part of the export process. If it doesn't, you can use NifSkope and go through the "Spells" menu to clean up the structure. At least, that's how it was done AFTER the tools were updated and aware of the new format.

 

LHammonds

 

Blender? Skyrim?

 

Did I miss something? How can someone make skyrim armor with Blender without the appropriate NifTools? And you guys don't object?

 

 

 

I'm puzzled. :wacko:

 

You can both import and export .obj files with nifskope, .obj files are easily modified with blender. As for the armor I am not concerned about if it would work or not, I will use some time both making and perfecting the armor. The reason is that this is my first real project, so I will be learning how to use blender when working on the project,

 

 

 

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First, thanks in advance to any and all who reply to this post.

 

I have been struggling with this topic myself; that is, how to create/modify Skyrim armor using Blender. There are a few tutorials that look pretty good on how to do this using 3DS Max, but nothing at all for Blender so far. A few posts up someone talks about exporting a .obj from Nifskope, modifying mesh in Blender, export modified mesh from Blender, import .obj into Nifskope. I have tried various permutations of this workflow but so far nothing works. In all of my attempts so far as soon as the .obj file goes through Blender (even when otherwize completely untouched) then the mesh that gets imported back into Nifskope is garbage. I have also tried exporting as a .3ds object from Blender since NifSkope appears to accept this form as an import but still no joy.

 

Questions:

Is anyone actually making this workflow work on Skyrim armors?

Is there any other Blender workflow that is working on Skyrim armors?

Is there some magical Blender import/export configurations that needs to happen?

Is there a procedure that must be followed within Blender to make the export work correctly?

 

Any answers or discussion will be appreciated at this point.

 

Fal.

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Is there any other Blender workflow that is working on Skyrim armors?

You can modify the skyrim nifs in nifskope and you can get them to import into blender. also the first skinned mesh I got into skyrim was using max and exporting to a F3 version nif and then using nifskope to fix it up to be skyrim consumable. It's been possible to do with both max and blender since about 5 days after skyrims release.

 

Basically open a skyrim nif, change it's version num to F3, then open a F3 nif and basically copy paste the data from the skyrim nif to the F3 nif. You'll have to modify a few things in the nif, but basically that is how it is done.

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Is there any other Blender workflow that is working on Skyrim armors?

You can modify the skyrim nifs in nifskope and you can get them to import into blender. also the first skinned mesh I got into skyrim was using max and exporting to a F3 version nif and then using nifskope to fix it up to be skyrim consumable. It's been possible to do with both max and blender since about 5 days after skyrims release.

 

Basically open a skyrim nif, change it's version num to F3, then open a F3 nif and basically copy paste the data from the skyrim nif to the F3 nif. You'll have to modify a few things in the nif, but basically that is how it is done.

 

Thanks for the reply. This may make me dense but I can't for the life of me figure out how to change the version number of a nif to F3. I am going to assume that F3 means Fallout 3? But I have combed through all of the actions, options, and setting that I can find and no where does it allow me to change the nif version. The nearest thing I can find is in the Render->Settings->General->Startup Version. This is a text box that currently contains "20.2.0.7". This does match things in the nif XML file:

<version num="20.2.0.7">Emerge, Empire Earth III, Fallout 3, Skyrim</version>

This makes it seem like Fallout 3 and Skyrim have the same version.

 

Any further help pointing me in right direction is much appreciated.

 

Fal.

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