Guest LogicFoxX Posted June 1, 2014 Posted June 1, 2014 *EDIT* Okay, figured it out. Still have the question of how to edit certain things. I do still have a question about hair meshes. Creation kit says my .tri file is empty. Maybe I'm doing this wrong but I have created my mesh in zbrush, exported to .nif and .objThen I use blender to export it to a .tri. So, my .tri isn't empty but am I not doing something right?
Guest LogicFoxX Posted June 2, 2014 Posted June 2, 2014 Thanks, that did help. And I've read a little more about skyrim quirks. Apparently it hates importing and exporting .obj files. So, yea trying to learn how to use blender because z-brush doesn't do tes5 .nif files :\ I'm having an issue with exporting in blender with UV sets to zero though and no textures Why bethesda, whyyy
Guest LogicFoxX Posted June 12, 2014 Posted June 12, 2014 Well, this really helped me learn blender.http://tesalliance.org/forums/index.php?/topic/5639-creating-skyrim-armor-in-blender-tutorial-series/ Not use to to nif and tri files though. So far, what I've learned is nif hold data for game type, version, vertices, 2d planes (faces) and their texture, normal/skin/diffuse/specular textures, alpha blending (transparency), skinning partitions (defines which vertices move to accompany movement, such as skin stretching when the arm bends), and I guess some other stuff, lolAnd this is helping me understand tri's (Different locations of vertices of the parent nif, nif with the same name) http://silgradmodding.org/forum/index.php?page=Thread&threadID=12571 Apparently, they morph the mesh points to make animations, expressions, races, and what notWhat I don't understand, is how the game converts the two shapes (original nif and the new morh tri) in a smooth movement. But, eh, I'll go with it. I also don't understand how to map all verticies to uv sets because in my exported nifs, all the uv sets are 0,0. Buuut working on it
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