Site Bot Posted December 24, 2008 Share Posted December 24, 2008 Article link: How To Create Bows Nicoroshi's way of using Windy's Bow Morph method: Source: BethSoft ForumsDate: Apr 4 2008Credit: Thanks to Windy for her original tutorial.Requirements: - 3D Modeling tool like 3DS Max or Blender - NifSkope 0.9.6 (and not a release any newer than this) The way I do it: 1. Create a model of the bow at rest 2. Save the model as a .obj file "filename" 3. (without even closing the 3D editor window during the first two steps) I move the vertices into the morphed position [HINT] I make my string with vertices at the top, middle and bottom so morphing the string only requires pulling the middle vertices back (in Max it's 3 1/4 squares approx). 4. I then grab the limbs of the bow (separate item in the 3D editor so it doesn't affect the handle or string), and use a bend modifier until the angle looks right for the length the string moved back [HINT] This takes some practice and an eye for relationships between the string pull and distance the limbs will move. 5. Now move the bent limbs back over the handle so they line up again 6. Grab the string ends and move them to the ends of the limbs where they should be 7. This is now your morphed model of the bow containing exactly the same information set up exactly the same (very important) [NOTE] I actually created a bow that has vines wrapped around it and in the morphed model the leaves on the vines moved also (I move their locations on purpose). So....Pretty much anything can change in the morphed model so long as the number of vertices, and their numbering when exported is exactly the same. Example:You could have the limbs spread flat on morph or make the limbs or whole model be bigger or smaller on morph if you follow the instructions I have outlined here. 8. Save the morphed model as an .obj "filename morphed" Now the fun part...creating the working NIF file. I use an older version of NifSkope mainly because I tried updating to a newer version and although it works better for exporting models with information from Max it does not work for Windy's method of creating bowmorphs (I tried). The newest version I was able to use Windy's method with was 0.9.6. 1. Load a bow model from the game that has a working animation 2. Click on NiTriStrips (generally named Bow:0) and Right click / OBJ / Import mesh / "Filename" 3. Now right click on the NiTriStrip, and update tangent space 4. Next go down the list a couple to NiGeomMorph 5. Right click / Morph / Save Vertices to frame / Base [NOTE] You now have your model in the render frame, and the locations of the vertices at rest saved in the NIF file. Next will add the morph. [VERY IMPORTANT ALTHOUGH STILL NOT SURE EXACTLY WHY] Move the animation slider to about 1/4 of total (would put it during the actual morph sequence (if a morph was there). 6. Click on the NiTriStrip for the 'Bow:0' / Right click / OBJ / Import mesh / "Filename morphed" 7. Do the update tangent space tango like step #3 8. Repeat step #4 9. Right click/ Morph / Save Vertices to frame / Bow morph 10. Last most IMPORTANT STEP!!!!!! Go to NiTriStripsData or NiTriShapeData under the NiTriStrips or NiTriShape branch.In the info window, scroll down to 'Unknown Short 2' and MAKE SURE IT IS SET TO 0 (zero). At this point your model in the render window should be part way through the morph (because we moved the slider in the VERY IMPORTANT NOTES above). Click the Play button next to the slider, and check out your new morphed bow. Link to comment Share on other sites More sharing options...
LHammonds Posted December 24, 2008 Share Posted December 24, 2008 FYI - I found this tutorial by accident on the BethSoft forums and only after it had ALMOST been archived / deleted. I thought it would be a good idea to post it here and Nico gave me permission to do so. Rather than let it sit under my account, I changed ownership to Nico just to make sure people are not confused as to who actually wrote the tutorial. Please note that because of this, Nico might not be dropping by here to answer questions since he did not post it here or has a habit of looking at articles' comment logs. Thanks,LHammonds Link to comment Share on other sites More sharing options...
Nicoroshi Posted December 24, 2008 Share Posted December 24, 2008 Many Thanks LHammonds, and Windy. Windy for figuring out the secret to making bow morphs actually work, and LHammonds for finding what I had forgotten I wrote down, and saving it to TesNexus for me.NOW! Let's see some bows! Link to comment Share on other sites More sharing options...
exanimis Posted December 26, 2008 Share Posted December 26, 2008 Thanks, I just bookmarked this and even though I am concentrating on creatures, I'm sure I will need this soon. Link to comment Share on other sites More sharing options...
dezdimona Posted December 26, 2008 Share Posted December 26, 2008 this is very cool.Thanks much! Link to comment Share on other sites More sharing options...
alex2avs Posted December 28, 2008 Share Posted December 28, 2008 Thank you for sharing.Someday I'll start making bows :biggrin: Link to comment Share on other sites More sharing options...
Koutetsu Posted July 11, 2009 Share Posted July 11, 2009 Okay, I've tried both Windy's method AND your method, with the same version of nifskope you both used respectively, but I hit a roadblock at the drawn mesh update tangent space. The mesh doesn't snap back to the original resting position, and I don't have any additional options under 'save vertices to frame', still just 'base' I know for a fact the drawn and resting bow meshes have the exact same vertex count and everything, but this is extremely frustrating. I use Blender 3D by the way. I hope to get a response, thanks. Link to comment Share on other sites More sharing options...
Nicoroshi Posted July 13, 2009 Share Posted July 13, 2009 @Koutetsu I am answering via PM (which BTW is a much better way to get a hold of me than posting here).:) Link to comment Share on other sites More sharing options...
LHammonds Posted March 27, 2010 Share Posted March 27, 2010 Good news! We can now export bows straight from Blender thanks to amorilla and the info Nicoroshi had shared in this article! amorilla tackled the morphing issue to make sure Blender could import and export bows with Blender NIF Scripts 2.5.0. The only problem was getting the bows to pull the drawstring inside the game (it looked correct in NifSkope). But thanks to this article, we discovered that the last step was the missing key. The "Unknown Short 2" is now known as "Consistency Flags" and changing the default from CT_STATIC to CT_VOLATILE is all that is necessary to make the exported bows work. The current version of Blender NIF Scripts is 2.5.3 so I would guess that 2.5.4 will be the version that sets the flag for you. If it doesn't, just know that is the only thing you need to correct in NIFSkope after export from Blender. I will most-likely be creating a bow tutorial for Blender. We will see if I can create a 100% custom model and export it correctly rather than importing a working bow, modifying and then exporting. If an import is necessary first, you might see me upload a bow resource package with all the vanilla bows ready to be modified and exported...or at least a working template of some kind. EDIT: I did create some bow tutorials, but currently, you cannot create a bow from scratch in Blender and export a working version. The import process catches some things and includes them in the export that cannot be synthesized manually at the moment. So, you are still limited to importing an existing bow and making modifications to it. In Blender 2.4x, you cannot append new objects to an object that already has morph keys (e.g. adding a knife model to an existing bow). But in Blender 2.5x, you can...but you cannot do anything with that model since NIF Scripts does not work with 2.5x. You cannot even open a working 2.5x blend file in 2.4x because the animation/morph structure is too different between versions (2.4x does not know how to handle 2.5x animation info). But with the tutorial I have posted, you can completely replace the imported bow with your own model, however, you have to model it inside the existing object since you cannot "join" an existing model with the bow because of the morph key limitation. However, I'm not an expert in this area so there "might" be a work-around for this...I just have not found a way. Here are the tutorials I already have posted on the Wiki: Bow Import / ExportBows with Modified GeometryBows with New Geometry LHammonds Link to comment Share on other sites More sharing options...
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