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Difference between revisions of "Blender/Custom Cuirass (part 1)"
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=Configuring the NIF Scripts= | =Configuring the NIF Scripts= | ||
Be sure to configure your NIF Scripts to version 20.0.0.4. You can do this by clicking on the little python emblem in the main menu to take you to the scripts screen. Then click on Scripts - System | Be sure to configure your NIF Scripts to version 20.0.0.4 (skip to the next section if you already have). You can do this by clicking on the little python emblem in the main menu to take you to the scripts screen. Then click on Scripts - System – Scripts Config Editor. [http://s152.photobucket.com/albums/s197/sickleyield/Tutorial/?action=view¤t=1.jpg Pic.] | ||
Choose Export – Netimmerse/Gamebryo. | |||
Now you are looking at some settings. The NIF scripts' default is to have the Morrowind settings, so you need to change them to match Oblivion like [http://s152.photobucket.com/albums/s197/sickleyield/Tutorial/?action=view¤t=2.jpg this]. Make sure the version number is 20.0.0.4 and NOT 4.0.0.2, and the size number needs to be 10. You can have the export directory be whatever you like. | |||
=Useful Blender Shortcuts= | =Useful Blender Shortcuts= | ||
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s: scale the entire mesh up or down by dragging the mouse up or down. Also drags the mesh out of alignment with the axes, especially z, so you’ll want to move it around afterwards. | s: scale the entire mesh up or down by dragging the mouse up or down. Also drags the mesh out of alignment with the axes, especially z, so you’ll want to move it around afterwards. | ||
Alt + s: shrink or fatten along normals. This may not mean anything to you, but it's actually what you wanted when you chose “s” nine times out of ten. | |||
r and x, y, or z: rotates the selected mesh or vertices on the x, y or z axis. | r and x, y, or z: rotates the selected mesh or vertices on the x, y or z axis. | ||
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Mouse wheel: hold down and drag to “roll around” the screen and look at the mesh from different angles. Hold down shift/wheel and drag right or left to move right or left only. Scroll mouse wheel up or down to zoom in and out. | Mouse wheel: hold down and drag to “roll around” the screen and look at the mesh from different angles. Hold down shift/wheel and drag right or left to move right or left only. Scroll mouse wheel up or down to zoom in and out. | ||
Tab: switch between modes. If you're back and forth between Object and Edit a lot, which you will be, this can be useful. | |||
=Importing Necessary Body Parts and Skeleton= | =Importing Necessary Body Parts and Skeleton= | ||
Start out by opening Blender by double-clicking the icon on your desktop. If this is your first time, you’re probably looking at a boring gray grid. | Start out by opening Blender by double-clicking the icon on your desktop. If this is your first time, you’re probably looking at a boring gray grid. If you want it to look different, refer to my Talk page (SickleYield) for a link to some nice themes for Blender. If you see a cube here, press a and then delete. Choose “yes.” | ||
Okay. First we need a skeleton. Click on File-Import-Netimmerse/Gamebryo. If you don’t have that option, you probably haven’t installed the NIF scripts correctly. Now you have a menu showing some directory on your computer. Click around until you’re in your BSA folder of unpacked Oblivion data files (mine is c:\oblivionbsa). Go to data\meshes\armor\arenaheavyblue\f. Double-click cuirass.nif, then click Okay to import it. | |||
Now you have the entire Arena armor set in your Blender window, but you probably can’t see it because of the huge angular skeleton sticking out in all directions. Click the skeleton to select it. Now look down at the buttons window [http://s152.photobucket.com/albums/s197/sickleyield/Tutorial/?action=view¤t=3.jpg below]. You should be able to see a display that says things like X-ray, Draw Names, Stick, et cetera. Click on Stick. Your skeleton is now a set of thin lines that don’t interfere with the mesh. | |||
Now | Now select and delete all the parts of the Arena armor you imported, but NOT the skeleton. This skeleton is one that the game will recognize as armor, but it also has enough bones that you can have a cuirass that goes to the ankles if you want. | ||
Now | Now let’s see the body. Import again, but this time go to data\meshes\characters\_male. Yes, Bethesda put all the female nifs in here, too. Now you should see a long list of nifs. I’ll start with femaleupperbody.nif, because I’m female and my characters usually are, too. If you want to do the male version of your cuirass first, you could use upperbody.nif. Double-click the mesh and press “Okay” to import it. | ||
Now you should see a torso floating above the grid in Blender in Object mode (the default mode when you open Blender). It will probably be virtually obscured by the skeleton that came with it. Don’t worry, we don’t need that. Click on the skeleton to highlight it, then delete. Make sure you delete the one from the body, not the armor one that you just spent so much time clearing nifs from. | Now you should see a torso floating above the grid in Blender in Object mode (the default mode when you open Blender). It will probably be virtually obscured by the skeleton that came with it. Don’t worry, we don’t need that. Click on the skeleton to highlight it, then delete. Make sure you delete the one from the body, not the armor one that you just spent so much time clearing nifs from. | ||
VERY IMPORTANT: Now click on the body, click on the skeleton, and press ctrl-P IN THAT ORDER. Then click | VERY IMPORTANT: Now click on the body, click on the skeleton, and press ctrl-P IN THAT ORDER. Then click [http://s152.photobucket.com/albums/s197/sickleyield/Tutorial/?action=view¤t=4.jpg Warning, featureless pixel nudity - armature] and [http://s152.photobucket.com/albums/s197/sickleyield/Tutorial/?action=view¤t=5.jpg ditto, don’t create groups]. This will make sure your new cuirass moves with the skeleton as it should. | ||
Now repeat this process for femalelowerbody.nif, femalehand.nif, femalefoot.nif, and if you want, also humanhead.nif from the "imperial" folder (not the "_male" one). This should give you a complete body. I recommend that once you’ve gone to this much trouble, you save this as something like femalebody.blend. Then do File-Save As again and save it as mycuirass.blend (or whatever you wish). This way you’ll have a stored version of the body that you can use for future armor projects. I try to keep a version of both bodies | Now repeat this process for femalelowerbody.nif, femalehand.nif, femalefoot.nif, and if you want, also humanhead.nif from the "imperial" folder (not the "_male" one). This should give you a complete body. I recommend that once you’ve gone to this much trouble, you save this as something like femalebody.blend. Then do File-Save As again and save it as mycuirass.blend (or whatever you wish). This way you’ll have a stored version of the body that you can use for future armor projects. I mostly work with Fantasy Figures and Robert's Male Bodies, but I try to keep a version of both sexes of whatever bodies I'm using for this sort of starter purposes. The pictures I'm making are using a smoothed-out version of Fantasy Figures Beta. | ||
Just to recap, at this point you should be looking at your complete | Just to recap, at this point you should be looking at your complete male or female body in Blender. | ||
=The Torso and Neck Line= | =The Torso and Neck Line= |