Frosferes Posted February 14, 2021 Posted February 14, 2021 I'm trying to export a rigged mesh from Blender but the resulting NIF is unreadable and Nifskope throws this error. Other meshes that I have exported in the same manner don't have this problem. Are there any known common causes for this error or tips for toubleshooting? Are there tools available to help diagnose it?
Andy14 Posted February 14, 2021 Posted February 14, 2021 From my experience, skinned meshes made from Blender are only useful if they are really low poly meshes. It has never worked with higher polys. That's why I only work with obj and do the skin in Outfit Studio
Frosferes Posted February 14, 2021 Author Posted February 14, 2021 37 minutes ago, Andy14 said: From my experience, skinned meshes made from Blender are only useful if they are really low poly meshes. It has never worked with higher polys. That's why I only work with obj and do the skin in Outfit Studio I'm not sure it's a poly count issue. I've been able to import, modify and export rigs with ~17K in a single object and 25K in total in the past without issue, granted with only relatively minor changes. The current mesh I have has about 60K tris with no one object going above 18K. The problem block being listed as mesh data and not skin instance data that made me think it was something else too. What do you reckon? I thought it had to dow with the mesh not being UV ripped properly but I'm honestly pretty lost.
Andy14 Posted February 14, 2021 Posted February 14, 2021 7 minutes ago, Frosferes said: I'm not sure it's a poly count issue. I've been able to import, modify and export rigs with ~17K in a single object and 25K in total in the past without issue, granted with only relatively minor changes. The current mesh I have has about 60K tris with no one object going above 18K. The problem block being listed as mesh data and not skin instance data that made me think it was something else too. What do you reckon? I think the fact that you have 60k triangles is the problem. Nif supports max 64k triangles via mesh - and is not particularly stable and Creation Engine certainly not.. I've always tried not to get around 40k. That was my limit - from testing and experience (i.e. success + failure) that worked. Not just with Blender, but also with 3ds.
Andy14 Posted February 14, 2021 Posted February 14, 2021 Small personal note: Blender is the best 3d program I know. But it's not known to be terribly stable or fast / efficient in the plugins - e.g. Nif. That's why I do without it from the start (for many years) and go through obj. I cannot afford to work hours or even days on a mesh that I cannot export. That is my personal conclusion.
Frosferes Posted February 14, 2021 Author Posted February 14, 2021 11 minutes ago, Andy14 said: I think the fact that you have 60k triangles is the problem. Nif supports max 64k triangles via mesh - and is not particularly stable and Creation Engine certainly not.. I've always tried not to get around 40k. That was my limit - from testing and experience (i.e. success + failure) that worked. Not just with Blender, but also with 3ds. Tried deleting all but one object with under 10K tris and exported but same issue. I'm not sure how to troubleshoot this.
Frosferes Posted February 14, 2021 Author Posted February 14, 2021 4 minutes ago, Andy14 said: But it's not known to be terribly stable or fast / efficient in the plugins - e.g. Nif. Yeah the poor support for third party file formats is what really annoys me. But I don't have access to 3ds so I don't have much choice
Andy14 Posted February 14, 2021 Posted February 14, 2021 If it is not the number of polys or tris, only the skinn itself remains. Remember that a maximum of 4 bones can be skinned per vertex.
Andy14 Posted February 14, 2021 Posted February 14, 2021 2 minutes ago, Frosferes said: Yeah the poor support for third party file formats is what really annoys me. But I don't have access to 3ds so I don't have much choice Oh yes - you have a great alternative when it comes to meshes / nifs for Skyrim. Outfit studio. It works great. The fact that no animations can be used for skinning is not great, but if you have experience, you don't really need this feature. Especially since in OS there is the possibility of at least moving, scaling and rotating bones - more than sufficient.
Frosferes Posted February 14, 2021 Author Posted February 14, 2021 15 minutes ago, Andy14 said: If it is not the number of polys or tris, only the skinn itself remains. Remember that a maximum of 4 bones can be skinned per vertex. Yep that all seems correct. I've been able to export other meshes successfully with the same settings. If I sent you the project file would you be willing to see if you can identify anything that I've done incorrectly? If it isn't too much trouble that is. 9 minutes ago, Andy14 said: Oh yes - you have a great alternative when it comes to meshes / nifs for Skyrim. Outfit studio. Never gave much stock into learning the extent of what OS could actually do. I'll have to look into that. Still relatively new to 3d stuff in general.
Andy14 Posted February 14, 2021 Posted February 14, 2021 2 minutes ago, Frosferes said: Yep that all seems correct. I've been able to export other meshes successfully with the same settings. If I sent you the project file would you be willing to see if you can identify anything that I've done incorrectly? If it isn't too much trouble that is. Never gave much stock into learning the extent of what OS could actually do. I'll have to look into that. Still relatively new to 3d stuff in general. I don't think it's going to do much. I'm still using 2.79 and no plugins for Nif (see above for reason). But if you want ...
Frosferes Posted February 14, 2021 Author Posted February 14, 2021 5 minutes ago, Andy14 said: I don't think it's going to do much. I'm still using 2.79 and no plugins for Nif (see above for reason). But if you want ... Thanks, man. I don't necessarily need you to import/export anything. Just, since you've got more experience than myself, you might be able to notice something in the mesh that could cause issues on export that I'm not aware of. The plugins for blender 2.80+ actually work quite well in my experience, those are the ones that I've been using. I'm pretty convinced the problem is with the mesh and not the export. I'll send a DM in a little bit.
Frosferes Posted February 18, 2021 Author Posted February 18, 2021 I ran through my backup saves to try to isolate the point at which the mesh stopped exporting successfully. It turns out that if an object has more than one UV channel then the exporter will produce corrupted mesh data. I guess this must just be an oversight in the plugin. In case anyone runs into this problem, make sure you remove all but one UV channel from your objects before exporting from Blender.
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