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Trouble exporting(importing?) mesh with Blender


SignedName

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I was trying to make a relatively simple edit to a mesh in Blender (extending the blade on the kitchen knife) but for some reason when I export it, there is no collision/gravity on the mesh. I also tried just simply importing/exporting the knife mesh itself, and it seems like it wasn't a problem with me tinkering with the collision box (elongating it), but something more fundamental. Does it have something to do with the import/export settings? I also hear a sound like an object is hitting the floor, so does it have something to do with the collision mesh not being properly tied to the object mesh? If so, how do I fix this?

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You need to use the "Blender v2.49b" package found under the 'Image Tools' section for FNV. Later versions don't work so well.

 

Please see 'TIP: Blender version NIF export' under the 'Blender (Mesh Editor)' section of the wiki "Getting started creating mods using GECK" article. Also see the 'Collision' section TIPs.

-Dubious-

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I dont know if you know it already but you can always try deleting the vanilla coliision box/mesh and create your own colission mesh.

If you dont know,

  1. Create a clone of kinfe (s***+D)
  2. Follow as shown in picture
  3. The press "A" to select everything and export.

I hope it will work.

 

HclpLwC.jpg

 

 

EDIT:

I just saw that you have too many "Nodes" below the BHKCollisionObject. Dont know if its the culprit?

Also, in export dialog, make sure you have "Stripify Geometry" unselected.

Edited by munnibhai
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Okay, the problem definitely seems to have been with the nodes, rather than the collision mesh. I deleted the scene root, converted the NiNode into a BSFadenode, and copied the extra data from the original mesh back into the new mesh, and it seems to work now. I just wonder what settings I would have had to input into Blender to have that happen automatically.

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Sometimes in blender, the objects become the child of each other, dont even I know why that happens.. happened to me a couple of times exporting body mods,

well, in that case, I tend to export all the meshes separately into NIFs and then copy / paste branch into one NIF.

 

Objects should be "NiTriShape" instead of "NiTriStrips", unde one NiNode or (BSFadeNode)

NiTriStrips are used usually where texture animation is intended.

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[...]

 

Objects should be "NiTriShape" instead of "NiTriStrips", unde one NiNode or (BSFadeNode)

NiTriStrips are used usually where texture animation is intended.

This is not a correct information.

 

Most nif are using NiTriStrips (Static, clutter, prop, weapon, Vfx). Only weapon make exclusive use of the NiTriShape, as it can be seen by looking at Vanilla nif.

You can use TriShapes in non weapon nif, but it will be slightly less optimized.

Never mix TriShapes and TriStrips inside one nif. (random CTD)

NiTrishapes cannot be Scoled.

 

NiTrishapes can support texture animation as this is decided at the Shader level.

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I think you had your export settings wrong in Blender. Use BSFadeNode Root should have been selected. You shouldn't have had to convert the nif afterwards.

Oh, I can't believe I missed that! So wait, does the extra data actually do anything? Or do I not need to add it?

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