Install Niftools Blender
At the request of some users on the AU discord, here is a dump of all the info I've learned about using Blender 2.7 for rigging and exporting rigged meshes. It probably includes a lot of info applicable to working with rigged meshes in general too. I've tried to describe most of my workflow and list the common issues that I've encountered. I might flesh it out in the future, including screenshots.
Disclaimer: This is just what I did, there might have been new updates that make this unnecessary. But I know this works so I'm sticking with it for a while. =Software= Blender: 2.78c Niftools: 2.6.0 dev 4 (from 6/18/2016) The modified Niftools files attached to this post (Note: This is two fixes posted by official dev Neomonkus on github, and one fix of my own for an issue during export after importing multiple Nifs.) Nifskope =Install= 1. Install Blender 2.
A quick video showing how to install the new Blender Nif Plugin, a tool to import and export.nif files with Blender. The Blender version is 2.72 in this video, but it will. How to install blender and blender nif scripts. Blender with nif scripts install guide DarkSaber9000. Niftools 28,203 views.
Install NifTools 3. Copy the modified niftool files into the following directory, so they overwrite the originals:%AppData% Blender Foundation Blender 2.78 scripts addons =First notes= • -As a beginner's rule of thumb, your mesh needs to be roughly the same shape (and position) as the vanilla model whose skeleton you're using. With practice you'll learn where you can and can't deviate from the base shape. Manual transmission cars for sale. • -You need to work with meshes from Oldrim/Legendary Edition. SPECIAL EDITION MESHES WILL NOT WORK. You can convert your finished mesh to SE format with SSE Nif Optimizer. =Rigging & Partition notes= • -To transfer rigging weights from an imported vanilla mesh to a custom mesh, load them both and make sure they're both parented to the same skeleton.
Then while in Object mode right click the vanilla mesh, then Shift+ right click the new mesh, then go to Weight Paint mode. At the bottom of the Tools section you will see 'Transfer Weights', run that with these options: Vertex Mapping: Nearest Face Interpolated, Source Layers Selection: By Name. • -After transferring weights you can adjust them in Weight Paint mode. You need to have the display mode set to Solid to be able to see these values. Then choose a vertex group in the Data tab to see/edit the weighting of that bone.
• -If you're using Normalize or Auto-Normalize when painting weights, you'll need to first remove all vertices from any Partition vertex groups. Otherwise the normalization will ruin everything. These groups will be called things like SBP_32_BODY. Lawaris mp4 video song download. Use the Data tab to Assign them back to the appropriate groups after you're done painting weights. If you don't add them back, the mesh will be exported with a NiSkinInstance instead of a BSDismemberInstance.
(Some creatures don't use partitions, and therefore always have a NiSkinInstance. That's fine.) For the creatures I've worked with, there has been at most 2 partitions, so I just make sure to only weight paint on vertices from one partition (selection masking can help here) at a time so I don't accidentally put any in the wrong partition afterwards. • -Sometimes those partitions are split up on an imported mesh, into SBP_32_BODY.002 etc. In those cases, combine them using Assign and delete the numbered groups. • -If you get an export error about some faces not being assigned to any partitions, make sure that every face is assigned to the appropriate partition. I've only worked with models with up to 2 partitions, but my workflow is: (1) Make sure you're in FACE SELECT mode in Edit.