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Difference between revisions of "Blender/Creature Meshes 101"
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→Blender work: added Blender config
imported>Fragment m |
imported>Fragment (→Blender work: added Blender config) |
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Another possible requirement is - that is based on my bad experience only, I might be totally wrong - that the model needs to be a continuous flow of polygons. Don't have holes in it, don't have open edges. Every edge of the model needs to connect to another one. | Another possible requirement is - that is based on my bad experience only, I might be totally wrong - that the model needs to be a continuous flow of polygons. Don't have holes in it, don't have open edges. Every edge of the model needs to connect to another one. | ||
=== Configuring the export scripts === | |||
[[image:tutcre101-scrn-configblender.gif|right|thumb]] | |||
The Blender export scripts are configured to export Morrowind .nifs, version 4.0.0.2, not the required 20.0.0.4 version. Oblivion uses .nif version 20.0.0.5 actually, that's one reason you can't use the exported .nifs directly but have to put your mesh into existing .nifs. | |||
* open Blender | |||
* in Blender, set window type to Scripts Window (leftmost button in the 3D viewport, where you set UV Editor) | |||
* Scripts>System>Script Config Editor | |||
* set the nif version value to 20.0.0.4 | |||
* apply, exit | |||
=== Skinning the model === | === Skinning the model === | ||
Enough | Enough preparations now. Let's actually do something: | ||
* | * Blender is still opened | ||
* load the goat model | * load the goat model | ||
* switch to wireframe view (ZKEY) | * switch to wireframe view (ZKEY) | ||
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Now let's move back to NIFskope. | Now let's move back to NIFskope. | ||
== Putting it all together == | == Putting it all together == |