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NifScope and UVs


roquefort

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Does anybody know how to use the UV editor in NifSkope?

 

I can get the mesh's UVs into the editing screen and move the mesh, or parts of the mesh as either groups of points or individual points, around, but is there any way to rotate, resize or stretch the whole mesh using this tool?

 

Couldn't find any info on this in the wiki. Hope someone can advise, even just to say it can't be done. Thanks ;)

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I totally agree,

 

I started out trying to edit uv's in nifskope...

 

There is no comparison, it is worth your time to learn Blender to do this. Blender will take time to learn, but it will pay you back in time saved uv mapping. Scale, rotation, flip, it's all there.

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I can get the mesh's UVs into the editing screen and move the mesh, or parts of the mesh as either groups of points or individual points, around, but is there any way to rotate, resize or stretch the whole mesh using this tool?

 

For that, you're going to need Blender, or 3DSMAX.

Yeah I thought it would probably come to that. But Blender's interface gives me the willies. I've got Gmax and there is a downloadable nif plugin for that. Also there are other 3D and UV-manipulation apps that are much easier than either max or Blender, and that I'm very familiar with, so I'll probably use those and just go to Gmax/Blender for import/export. I just want to match UVs to textures, not mess around with any of meshes (yet!)..

 

Thanks for the reply ;)

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Does anybody know how to use the UV editor in NifSkope?

 

I can get the mesh's UVs into the editing screen and move the mesh, or parts of the mesh as either groups of points or individual points, around, but is there any way to rotate, resize or stretch the whole mesh using this tool?

 

Couldn't find any info on this in the wiki. Hope someone can advise, even just to say it can't be done. Thanks ;)

 

you can actually use nifscope to rotate and stretch and resize meshes but you will have a problem later on if you try to use it in the game because the mesh will still be weighted to the way it was originally. I find sometimes it helpful to use these function in nifscope but only when also planning on using blender or 3dmax too. this also depends on what you are trying to accomplish with the mesh. example1: if you just want to make the mesh a bit wider or thinner and that is all, the placement of the mesh will remain in the same place and will not need to be re-wieghted. Example2: if you resize the mesh in nifscope the placement of the mesh will be moved from its original spot and will have to possibly be re-weighted, unless you plan on keeping the mesh where it re-scaled to.

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Thanks for the info colourwheel.

 

I think I'll give up on NifSkope for UVs. I got the nif plugin for Gmax (a free cut-down version of 3DSMax intended for game mods) and have been playing around with that. It appears to be the same plugin that Max uses, and nifs import and export apparently just fine, along with textures, bones etc.. The UV editor is very straightforward to use as well.

 

Definitely need to get more familiar with the app though!

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