Difference between revisions of "Blender/Custom Sword"

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388 bytes removed ,  16:40, 15 October 2009
Updated information and removed no-longer-necessary nifskope section. Added a collision section.
imported>Mach1723
imported>Morerunes
(Updated information and removed no-longer-necessary nifskope section. Added a collision section.)
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Go back to the Materials screen by clicking the red circle again. Off to the right you should see a series of tabs, including one that says "Map Input", and when you click on it you will see some buttons saying "UV", "Orco", etc. Make sure "UV" is the one that is checked.
Go back to the Materials screen by clicking the red circle again. Off to the right you should see a series of tabs, including one that says "Map Input", and when you click on it you will see some buttons saying "UV", "Orco", etc. Make sure "UV" is the one that is checked.
== Creating Collision ==
You will need to create a collision mesh for your weapon. One way to do this, is to select your mesh and then click on the grid icon on the options bar (near "view", "select", and "Object"), and click on the "Scripts Window" icon. Then, go to Scripts>>Mesh>>Hull and select "convex", then hit ok. This, however, is a very easy and basic way, and may not create the ideal collision for your weapon. For other methods and information on creating collision, see [[Blender/Custom_Collision]].


== Exporting your Mesh ==
== Exporting your Mesh ==
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Huzzah! We’re ready to export.
Huzzah! We’re ready to export.


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 go to 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 select your sword and click '''ctrl'''+'''a''' to apply scale and rotation. Select your blade and its collision. Now go to File > Export > NetImmerse/Gamebryo, click "Oblivion" as the game, and click "Weapon" under settings. Save 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:
 
== Necessary NifSkope Alchemy ==
 
=== Getting the Mesh Ready for the Game ===
 
Open up your NIF file 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? 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.
During NIF export, make sure that scale correction is set to the same value you used during import (which is 10 in this tutorial).


Go back to your new sword. Find your sword's NiTriStrips. Right click and choose 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.
If you later need to make changes to your sword, you can do some small changes with NifSkope.


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.
== Optional NifSkope Alchemy ==


=== Adding/Changing a Texture ===
=== Adding/Changing a Texture ===
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