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#1 Nhary

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Posted 13 September 2007 - 12:15 PM

Hi all. First I wanted to say hello everyone because I'm new here, and then.. I have a problem with Blender. I was trying to modify an armor. I imported the body, the skeleton and then the armor and modified it. When I finished I exported the UV map and applied scale and rotation with CTRL+A. I followed the tutorials of cs.elderscrolls.com, but when I finally tried to export the nif file Blender crashed. I tried many times, with the same result. What am I doing wrong?

#2 Najaknevrec

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Posted 19 September 2007 - 06:16 AM

Hi all. First I wanted to say hello everyone because I'm new here, and then.. I have a problem with Blender. I was trying to modify an armor. I imported the body, the skeleton and then the armor and modified it. When I finished I exported the UV map and applied scale and rotation with CTRL+A. I followed the tutorials of cs.elderscrolls.com, but when I finally tried to export the nif file Blender crashed. I tried many times, with the same result. What am I doing wrong?

Tis allways better to post some information about the version of the software in question. In this case it is Blender and Nif scripts. For the first look it seems you might be doing this ina bit too difficult way. If you are only making a change to the shape, size or some such of the armor, you can ignore importing skeleton and doing those trics with UV maps. I'm not familiar with taht tutorial, but it might be reffering to an elder version of Blender. If you have the most recent one, and you want to, say just reshape and existing armor or remove/add something, do this: Import the armor you want to change (nothin else). Make the change. When you are done, go to object mode with all parts of the mesh. Press "A" to select all, than CTRL+A to apply scale and rotation. Than hit file -> expot -> Nif. In the new window you must select a directory where you want to save your file and name it (DONT FORGET TO ADD. nif to the name while exporting!!! - example: myarmor.nif). And double click Export .nif/.kf. New window appears. In name or nif version select Oblivon and hit export and wait until you get back to the 3D view.
If thsi does not work, check that you have everything installed correctly. I remember there being a pathc or some such for the latest version of either Blender or Python scripts environment.

#3 Nhary

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Posted 04 October 2007 - 09:29 AM

Thanks, I succeeded in exporting it, but now I have another problem. I have the newest version of Blender and NIF scripts (2.44 Blender and 2.0.5 NIF scripts, I think). Now my cuirass looks alright in NifSkope but it's invisible in game. I thought it was a problem of the Scene Root in NifSkope, but I checked and it was already #0. And since I did what you said (imported only the armor and didn't parent anything) it can't depend from the skeleton.
Sorry, I know I'm hopeless.. :P

#4 Najaknevrec

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Posted 20 October 2007 - 04:13 AM

After exportnig the thing form Blender you cannot use the mesh without something called standardising. It is rather simple really. Open your new mesh with NIfSkope. Then click File -> New window. A new NIfSkope window will appear. Into this window load a vanilla Oblivion mesh which si most similar to your new one (e.g. if you were tweaking a legion cuirass, load a legion cuirass). You have to have both these windows opened during this process. Now you have to copy all the branches and paste them into the vanilla mesh. So, let's start with arms for example. In the vanilla mesh click on the arms. One line in the block list will be highlighted. Right click this line and choose Block->Remove Branch. The arms will disappear. Now go to your new mesh. Clcik on the arms and a line wil be highlighted again. Right click it and choose Mesh ->Smooth normals and then Mesh -> Update tangent Space (now, I'm not sure if tihs is absolutely neccessairy and it might depend on your NifSkope version, but there is no harm doing this as far as I know). Now, Right click the line again and choose Block ->Copy Branch. Go to the vanilla mesh and find a Sceen Root. Right click it and choose Block -> Paste branch. That's it. Now, you have to do this with every block that exists i your new mesh. When you are done, save the vanilla mesh where you have pasted the branches from your new mesh and use this one. You can delete the mesh you ahve exported from Blender.

Good luck. I'm really looking forward to seeeing your creations.

#5 Nhary

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Posted 28 October 2007 - 09:24 AM

Now it worked. I made a silly mistake with the parenting thing. Thanks. :)

Edited by Nhary, 29 October 2007 - 09:44 AM.


#6 Najaknevrec

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Posted 30 October 2007 - 05:02 AM

Now it worked. I made a silly mistake with the parenting thing. Thanks. :)


Your welvcomed. I'm looking forward to seeing your work.

Najaknevrec