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Modders: Import/Export FO4 and Skyrim LE & SE meshes directly from Blender


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Posted
On 4/26/2024 at 1:28 PM, TRX_Trixter said:

@Bad Dog
Hi!

I have one question about your Nif import plugin

 

Everey time when i try to import FO4 meshes i have this issue (wrong bones orientation)

 

image.png.7d76d4b7bcf3f2273ec2cd95382db85d.png

 

Import parameters - by default. Plugin version - any. Blender version 3.6.11

Im sure that it is my mistake but i cant understand wat is wrong. My primary 3d package was 3DS max and im not so good in Blender for now. Any advice about this issue?

 

Не знаю насчет этого плагина, но, вот мои наблюдения - по-моему, fbx экспортер Блендера выворачивает кости (или импортер Макса).
Старый Коллада плагин (2010) сохраняет ориентацию. но режет УВ-развертку на все треугольники модели  (сохраняя скиннинг).
Я столкнулся с этим, когда скинил твою модель в Блендере и анимировал в Максе...

  • 5 months later...
Posted
On 4/15/2024 at 9:58 PM, Bad Dog said:

The handling of the normal channels is fixed in the current version.

 

I don't actually know much about the different ways of handling a diffuse. I had not heard that Skyrim's diffuse is in linear space. Do you have a reference for that?

 

Hi BadDog,

 

Excellent work with your addon! Thank you for your hard work!

 

The latest update (18.2) is fixing the Linear/sRGB color space issue.

 

Here your description:

Another fix to the vertex alpha/colors code, getting the linear vs sRGB thing right and making sure the issue is covered by the tests.

 

 

Can you elaborate more on your changes regarding the color spaces?

 

Thanks!

 

  • 8 months later...
Posted

Just found this thread. Ask questions over on the github--it's where I actually try to keep up.

 

The color space thing--people's eyes don't actually see color correctly. A smooth gradient from white to black looks skewed to us. So Blender has an "sRGB" mod that corrects for this. But sometimes the color is used as a value, not as a color--everything except the diffuse texture, in fact. Those colors should be used as "linear". Getting this right with texture files is handled by blender, but the vertex colors and vertex alpha needed special attention.

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