Difference between revisions of "Blender/Creature Meshes 101"
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So, what do we want here? As you've been told above, you needed to learn to move around in Blender. We're going to use that new skill of yours to attach the skin to the bones. A second goal is to "paint" the | So, what do we want here? As you've been told above, you needed to learn to move around in Blender. We're going to use that new skill of yours to attach the skin to the bones. A second goal is to "paint" the sheep with a texture. | ||
For the future: You will need to do any of the following steps multiple times, in an iterative fashion. For example, the animation is dependant on the polys, as animations just move polys. You may later find that you have too few of them in certain places which bend a lot. That means you need to increase the polycount, by making new cuts, loop-cutting, subdividing and simple vertex moving. But changing vertices will destroy your UV-mapping, so that needs to be redone. It pays to double- and triple- and quadruple-check your model before dealing with the texture. And it very much pays to get the animation right '''before''' texturing. | For the future: You will need to do any of the following steps multiple times, in an iterative fashion. For example, the animation is dependant on the polys, as animations just move polys. You may later find that you have too few of them in certain places which bend a lot. That means you need to increase the polycount, by making new cuts, loop-cutting, subdividing and simple vertex moving. But changing vertices will destroy your UV-mapping, so that needs to be redone. It pays to double- and triple- and quadruple-check your model before dealing with the texture. And it very much pays to get the animation right '''before''' texturing. | ||
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Why it's called painting, you shall soon see with your own eyes: | Why it's called painting, you shall soon see with your own eyes: | ||
[[image:tutcre101-scrn-selectposemode.gif| | [[image:tutcre101-scrn-selectposemode.gif|right|thumb]] | ||
* right click the skeleton, select pose mode | * right click the skeleton, select pose mode | ||
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This will take a while ... leave no vertex out, and do not assign more than 4 bones to one vertex. You cannot really break something otherwise, and errors you make here will teach you a lot. Go and make some errors. It'll sometimes be funny, too! | This will take a while ... leave no vertex out, and do not assign more than 4 bones to one vertex. You cannot really break something otherwise, and errors you make here will teach you a lot. Go and make some errors. It'll sometimes be funny, too! | ||
* save, I saved as " | * save, I saved as "sheepbones.blend", as we entered a new state of the process | ||
You can export your work now and look at it in NIFskope. The vertices you missed are drawn to the base of the world, which is luckily not that far away - in NIFskope. | You can export your work now and look at it in NIFskope. The vertices you missed are drawn to the base of the world, which is luckily not that far away - in NIFskope. | ||
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* from the bottom window menu, UVs>Save UV Face Layout ..., click "Ob", OK, name it oursheep | * from the bottom window menu, UVs>Save UV Face Layout ..., click "Ob", OK, name it oursheep | ||
The result is an unusable UV mapping. We don't care one bit - for now. With the last step we also created a simple texture file, | The result is an unusable UV mapping. We don't care one bit - for now. With the last step we also created a simple texture file, oursheep.tga. ''Now we assign that to our model:'' | ||
* in the buttons panel, select shading buttons (or hit F5) | * in the buttons panel, select shading buttons (or hit F5) | ||
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* select texture buttons (F6) | * select texture buttons (F6) | ||
* set texture type from none to image | * set texture type from none to image | ||
* in the newly appeared image tab, click load image, select | * in the newly appeared image tab, click load image, select oursheep.tga | ||
* export to | * export to sheepbones.nif: Menu File|Export|NetImmerse/Gamebryo | ||
* do a regular save | * do a regular save | ||
* quit Blender | * quit Blender | ||
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* open the sheep.nif in oblivion\data\meshes\creatures\oursheep folder, where we made ourselves a home some time before | * open the sheep.nif in oblivion\data\meshes\creatures\oursheep folder, where we made ourselves a home some time before | ||
* in NIFskope, select File>New Window | * in NIFskope, select File>New Window | ||
* in the new window, load | * in the new window, load sheepbones.nif | ||
* open NiNode 0 and Ninode 1, there you see the skeleton NiNode and the NiTriShape node | * open NiNode 0 and Ninode 1, there you see the skeleton NiNode and the NiTriShape node | ||
* right-click the NiTriShape node, Block>Copy Branch | * right-click the NiTriShape node, Block>Copy Branch |