Guest Posted April 15, 2020 Posted April 15, 2020 Hope someone can help me out a little. I'm a noob with blender. I have a creature that uses the vanilla troll skeleton. I wanna edit the mesh of this creature. Tools: Blender 2.78 and Nifscope (NS) First I opened the nif file in Nifscope. Selected the nitrishape which I wanted to edit and exported it as obj. Notices a message about the shape being skinned and obj format not supporting skinning. The mesh will then be exported statically in its bind pose, without skinned weights. Fired up blender, imported my obj and did some sculpting work. When happy I exported it back as obj. Opened my original nif file in nifscope again. Selected the nitrishape In the blocklist and then imported my new edited obj file from blender. Things look fine. Ninodes and stuff are in place. But in game this creature us T-posing. I guess when I did this import/export maneuver the mesh lost all it's ability yo move. How do I "skin" ? Tutorials would be nice ?
RohZima Posted April 15, 2020 Posted April 15, 2020 41 minutes ago, Thor2000 said: Hope someone can help me out a little. I'm a noob with blender. I have a creature that uses the vanilla troll skeleton. I wanna edit the mesh of this creature. Tools: Blender 2.78 and Nifscope (NS) First I opened the nif file in Nifscope. Selected the nitrishape which I wanted to edit and exported it as obj. Notices a message about the shape being skinned and obj format not supporting skinning. The mesh will then be exported statically in its bind pose, without skinned weights. Fired up blender, imported my obj and did some sculpting work. When happy I exported it back as obj. Opened my original nif file in nifscope again. Selected the nitrishape In the blocklist and then imported my new edited obj file from blender. Things look fine. Ninodes and stuff are in place. But in game this creature us T-posing. I guess when I did this import/export maneuver the mesh lost all it's ability yo move. How do I "skin" ? Tutorials would be nice ? Yeah so you answered your own question. The obj lost the weights. You could try using DAE (collada) I think that retains skinning. You can also do weight painting in outfit studio but to be honest, you don't want to be doing that for what you are doing. You want to have a process where the original weights are preserved. You could even try using one of the nif import/export plugins for blender.. Though you will more than likely not get it to work lol. Edit: Assuming you use nifskope 1.2; try exporting the shape as DAE collada then import as 3ds. you can export 3ds files from blender by default. Or maybe it's an addon you have to enable but it part of blender package. You should be using the last 2.79 version as well. No point to use older versions.
coolfreaky Posted April 15, 2020 Posted April 15, 2020 to add to " RohZima " comments : blender 2.79 and install and register blender nif plugin found here - https://github.com/niftools/blender_nif_plugin/releases when exporting you need to look on your pref settings on the left down side . you might need to prepare and fix the (file).nif in nifskope before using it.
Guest Posted April 15, 2020 Posted April 15, 2020 51 minutes ago, coolfreaky said: to add to " RohZima " comments : blender 2.79 and install and register blender nif plugin found here - https://github.com/niftools/blender_nif_plugin/releases when exporting you need to look on your pref settings on the left down side . you might need to prepare and fix the (file).nif in nifskope before using it. Alltight. I'll install 2.79 and the blender plugin. I use Nifscope version 2.0. Only export option I have is obj. I googled DAE (collada). It looked really promising. Might try that too. But I guess I need some other software to convert the .nif to .dae. Can I export from outfitstudio and export to fbx format? What exactly is it that I might need to prepare and fix in nifscope before using it?
coolfreaky Posted April 15, 2020 Posted April 15, 2020 in blender ( you can easily import (files).obj ) when you have ' nif plugin ' installed you just import from any (file).nif to blender . than after the work is done save and export it in nif format with the correct settings ( number of bones, game engine , … ) than you have your (file).nif and you need to verify that nothing is wrong (with nifskope ),than in game . i have found this for blender and colada dae ( just a link, i do not know more, never have tried ) https://sourceforge.net/projects/colladablender/
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