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Difference between revisions of "Blender/Creature Meshes 101"
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* chose cleanskel.nif | * chose cleanskel.nif | ||
[[tutcre101-scrn-skellyimported.gif| | [[image:tutcre101-scrn-skellyimported.gif|right|thumb]] | ||
You now see the same structures you earlier saw in NIFskope, in Blender. In the front is the sheep mesh, inside - look closely - you can see the skeleton. ''We want to rig that skeleton to our mesh.'' Study the Bethesda model for a moment, how they did things. Then, in Object Mode, right click the sheep mesh and delete it (XKEY). That hurt, right? What you have left is the basic skeleton. | You now see the same structures you earlier saw in NIFskope, in Blender. In the front is the sheep mesh, inside - look closely - you can see the skeleton. ''We want to rig that skeleton to our mesh.'' Study the Bethesda model for a moment, how they did things. Then, in Object Mode, right click the sheep mesh and delete it (XKEY). That hurt, right? What you have left is the basic skeleton. | ||
[[tutcre101-scrn-goatposition.gif| | [[image:tutcre101-scrn-goatposition.gif|right|thumb]] | ||
* scale and move and rotate the sheep model into a good position. Rotate by exact amounts (hold CTRL). '''Do not change the skeleton in any way!''' That will not do what you think it does. | * scale and move and rotate the sheep model into a good position. Rotate by exact amounts (hold CTRL). '''Do not change the skeleton in any way!''' That will not do what you think it does. | ||
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(4) wire turns on the wireframe model. Turn on or off as you like. | (4) wire turns on the wireframe model. Turn on or off as you like. | ||
[[image:tutcre101-scrn-spinepaint.gif| | [[image:tutcre101-scrn-spinepaint.gif|right|thumb]] | ||
Let's start painting. Don't become too obsessed with assigning weights right now, you can do that later with your own models. | Let's start painting. Don't become too obsessed with assigning weights right now, you can do that later with your own models. |