Omeletter Posted September 17, 2012 Share Posted September 17, 2012 (edited) Ok, I have tried to find tutorials on how to do this, but they all are "How to make armour". It involves rigging bones, adding body meshes, etc, etc. I only need to import my mesh into nif and then make a misc item in CK. I'm following "Blender - Noob to Pro" tutorials/wikibook. I have managed to make a mesh (a pear, to be exact), that's not a problem. The problem is, I don't know what to do with it next. As far as I know, I need to do the following... Add UV (and make texture later in Photoshop). That requires no help. I can easily find a tutorial online.Add a collision mesh. I can probably do that as well. Now, what next? I need to import it into nifscope. Do I save it in Blender as .obj and then load Nifscope and import it from there? Or do I follow the instructions here? Do I really need to do that? These instructions are for people who want to load an existing mesh, change it, and put it back into the game as far as I know. Any help from somebody who had actually edited meshes and stuck them into the game is greatly appreciated. Edited September 17, 2012 by Omeletter Link to comment Share on other sites More sharing options...
pufthemajicdragon Posted September 18, 2012 Share Posted September 18, 2012 (edited) Ok, I have tried to find tutorials on how to do this, but they all are "How to make armour". It involves rigging bones, adding body meshes, etc, etc. I only need to import my mesh into nif and then make a misc item in CK. I'm following "Blender - Noob to Pro" tutorials/wikibook. I have managed to make a mesh (a pear, to be exact), that's not a problem. The problem is, I don't know what to do with it next. As far as I know, I need to do the following... Add UV (and make texture later in Photoshop). That requires no help. I can easily find a tutorial online.Add a collision mesh. I can probably do that as well. Now, what next? I need to import it into nifscope. Do I save it in Blender as .obj and then load Nifscope and import it from there? Or do I follow the instructions here? Do I really need to do that? These instructions are for people who want to load an existing mesh, change it, and put it back into the game as far as I know. Any help from somebody who had actually edited meshes and stuck them into the game is greatly appreciated. You can export from Blender as an OBJ and import that into Nifskope. As long as you've created a UV layout for it, you should be good to add texture nodes in NifSkope. This will probably wind up being the route I have to take with mine. Officially, the NifTools has not updated the Blender scripts to support Skyrim, so it's a lot of hacking and whacking and fiddling to make it work. The OBJ export may turn out to be the easiest route at this point. As far as the process of moving from Blender, through NifSkope, to the game, there are a ton of Oblivion tutorials that can help you get to know the basics of the process. Check out the official Oblivion Construction Set Wiki for some of those: http://cs.elderscrolls.comThe Official Skyrim Creation Kit Wiki isn't quite as fleshed out yet, with the tutorials and all, but it does have a lot of good information and it's all specific to Skyrim, which can help you fill in the blanks and differences: http://www.creationkit.com/ Your next step after modelling your pear is to make a collision mesh, which if you do in Blender, it requires a bit of specific settings for the NifScripts to export it as a havok collision: http://cs.elderscrolls.com/index.php/Blender/Custom_Collision which you will then have to adapt for Skyrim. This is if you attempt to export it as a .nif directly. If you use the obj export route, just export the obj from Blender, then open a vanilla .nif in NifSkope and import the OBJ. There will be a lot of finessing to make it work right for Skyrim. I recommend testing your .nif using the creation kit's previewer before trying to import it into the CK for your mod. You will want to follow those export instructions to a T, especially as it concerns nifskope magic, in order to make it work. The importing may not apply, but the exporting is the same. And finally, I think the easiest way to make a pear would be to stretch out a vanilla apple ;) Might not look as good, though. Edited September 18, 2012 by pufthemajicdragon Link to comment Share on other sites More sharing options...
Omeletter Posted September 22, 2012 Author Share Posted September 22, 2012 (edited) Forgot to update, but here's what I did for a test, which worked perfectly. Thanks for your help. Default Blender cube - transformed into triangle polygons for Skyrim, and UV mapped.Textured, and imported as .obj from blender.Loaded up a vanilla apple in NifScope.Imported the model into NifScope following these instructions.Renamed the texture path, generated collision mesh.Saved it as .nif.Opened Creation Kit, made it a new misc object. Placed in the game. Edited September 22, 2012 by Omeletter Link to comment Share on other sites More sharing options...
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