Difference between revisions of "Blender/Custom Sword"

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653 bytes removed ,  09:25, 7 August 2007
updated a few minor things
imported>Qazaaq
imported>Amorilia
(updated a few minor things)
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Blender can't import and export collisions at the present time, so you'll need to find a sword from the existing game that is close to the shape you want. Don't worry if the size is a little off. Things are easy to resize in Blender and in NifSkope.  I recommend you start with a one-handed sword such as the Elven longsword.  Claymores and shortswords mostly differ in how you treat them in the Construction Set, which will be our last step.
Blender can't import and export collisions at the present time, so you'll need to find a sword from the existing game that is close to the shape you want. Don't worry if the size is a little off. Things are easy to resize in Blender and in NifSkope.  I recommend you start with a one-handed sword such as the Elven longsword.  Claymores and shortswords mostly differ in how you treat them in the Construction Set, which will be our last step.


Delete the collision capsules from the mesh. There should be some branches that say BSX, UPB, bhkrigidbody, etc., and they should all be ABOVE the one that says "nitristrips" or "nitrishape." If you delete some but still can't import, there are still more to delete. After you do this, save the nif under a new name so you don't mess up a game mesh you might need later.
Import this mesh into Blender. You can do this by clicking file - import - netimmerse/gamebryo. Now you're looking at a sword mesh.  See how it’s lying flat on the “ground” of the gray Blender interface? Don't move it.  It has to be right there for the game to place it properly in characters’ hands.  
 
Okay, NOW import this mesh into Blender. You can do this by clicking file - import - netimmerse/gamebryo. Now you're looking at a sword mesh.  See how it’s lying flat on the “ground” of the gray Blender interface? Don't move it.  It has to be right there for the game to place it properly in characters’ hands.  


=Creating Your New Sword: Starting Out in Blender=
=Creating Your New Sword: Starting Out in Blender=
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But FIRST, make sure your sword is in the right position.  Move it over the reference sword so that they overlap, then select the reference sword and delete it.  Save.  You may also need to click “ctrl-a” to apply scale and rotation.  Now click file – export – netimmerse/gamebryo and put your sword’s nif into the data\meshes\weapons folder.
But FIRST, make sure your sword is in the right position.  Move it over the reference sword so that they overlap, then select the reference sword and delete it.  Save.  You may also need to click “ctrl-a” to apply scale and rotation.  Now click file – export – netimmerse/gamebryo and put your sword’s nif into the data\meshes\weapons folder.
Make sure you select 'Oblivion' under game/nif version.


And now it’s NifSkope time.  The following is mostly a copy from my shield tutorial:
And now it’s NifSkope time.  The following is mostly a copy from my shield tutorial:
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Open up your nif with NifSkope.  See how your new texture appears on the mesh, even though it didn’t show up in Blender?  Bravo.   
Open up your nif with NifSkope.  See how your new texture appears on the mesh, even though it didn’t show up in Blender?  Bravo.   


Now go to file - new window. Remember the original mesh you chose for its collision boxes, the bhk capsule shapes? The one that still has those shapes, because it's the original version that you did NOT save over with a new one? Load that in the new window. Find the nitristrips node for the actual reference sword itself - when you click on it it will be highlighted in the main window. Right click - block - remove branch. Now it is gone but its collision shapes (the bhkcapsuleshape nodes) are still there.  
Now go to file - new window. Remember the original mesh you chose for its collision boxes, the bhk capsule shapes? Load that in the new window. Find the nitristrips node for the actual reference sword itself - when you click on it it will be highlighted in the main window. Right click - block - remove branch. Now it is gone but its collision shapes (the bhkcapsuleshape nodes) are still there.  


Go back to your new sword. Click on the node for your sword's nitrishape. Now right click - mesh - smooth normals, then right click - mesh - strippify.  
Go back to your new sword. Find your sword's nitristrips.
Now you're ready to copy your mesh into the old one. Right click again (it should be a nitristrips now, since you strippified it) and click block - copy branch. Switch back to the old mesh's window and right click on the node that says 'scene root.' Now block - paste branch. Your sword should appear in the window.  
Right click and click block - copy branch. Switch back to the old mesh's window and right click on the node that says 'scene root.' Now block - paste branch. Your sword should appear in the window.  


Now save the nif under the name of your new sword (do NOT save it as the name of the old one). Make sure it's in the directory where you want it to be.
Now save the nif under the name of your new sword (do NOT save it as the name of the old one). Make sure it's in the directory where you want it to be.
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