Difference between revisions of "Blender/Custom Sword"
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This is a very detailed tutorial showing you how to create a simple sword from the ground up in Blender. It’s quite involved, so anyone who feels they can make it more readable is welcome to edit. That’s what wikis are for. :) | This is a very detailed tutorial showing you how to create a simple sword from the ground up in Blender. It’s quite involved, so anyone who feels they can make it more readable is welcome to edit. That’s what wikis are for. :) | ||
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*A graphics editor like the [[GIMP]] or Photoshop. This tutorial won’t cover making a custom texture, just tell you how to get one onto the mesh. | *A graphics editor like the [[GIMP]] or Photoshop. This tutorial won’t cover making a custom texture, just tell you how to get one onto the mesh. | ||
=Useful Blender Shortcuts= | |||
This is intended as a reference for the entire tutorial, so you can refer back to it as needed. | This is intended as a reference for the entire tutorial, so you can refer back to it as needed. | ||
r: rotates the mesh from whatever direction you are viewing it. Use carefully or the results are very odd. | *r: rotates the mesh from whatever direction you are viewing it. Use carefully or the results are very odd. | ||
*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. | *r and x, y, or z: rotates the selected mesh or vertices on the x, y or z axis. | ||
*s and x, y, or z: scales the mesh along an axis. '''If you scale a mesh along an axis in Blender, then you need to apply scale and rotation (CTRL-A) afterwards because the NIF format does not support non-uniform scaling.''' | |||
r and x, y, or z: rotates the selected mesh or vertices on the x, y or z axis. | *g and x, y, or z: grab and move selected a mesh or vertices on x, y, or z axis. Again, you can do this without x, y, or z, but you often won't end up with the position you want. | ||
*z: when used in edit mode, makes every vertex visible and the faces transparent. | |||
s and x, y, or z: scales the mesh along an axis. | |||
g and x, y, or z: grab and move selected a mesh or vertices on x, y, or z axis. Again, you can do this without x, y, or z, but you often won't end up with the position you want. | |||
z: when used in edit mode, makes every vertex visible and the faces transparent. | |||
Very useful for selecting hidden vertices from any given angle. | Very useful for selecting hidden vertices from any given angle. | ||
*b: a crosshair appears that you can click and drag to create a rectangular selection box. | |||
b: a crosshair appears that you can click and drag to create a rectangular selection box. | *b, b: a circle appears that you can scale up or down by rolling the mouse wheel to create a selection area. | ||
*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. | |||
b, b: a circle appears that you can scale up or down by rolling the mouse wheel to create a selection area. | *w,2 and w,3: Used in UV screen. These very useful commands let you snap a row of vertices into a straight line on x or y. | ||
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. | |||
w,2 and w,3: Used in UV screen. These very useful commands let you snap a row of vertices into a straight line on x or y. | |||
=Starting from Scratch: Choosing your Collision Capsules= | =Starting from Scratch: Choosing your Collision Capsules= | ||
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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. | ||
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. | Import this mesh into Blender. You can do this by clicking file - import - netimmerse/gamebryo. Select 10 for scale correction in the advanced settings (this is the default value). I've heard people say 1, but 10 is what works for me. If your meshes seem too big or small when exported, this is the setting you change. | ||
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. | ||
During NIF export, select 'Oblivion' under game/nif version and make sure that scale correction is set to the same value you used during import (which is 10 in this tutorial). | |||
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: |