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Editing meshes in nifskope.NifSkope/Working With Nifs 101 : Basic Use

 

Editing meshes in nifskope.NifSkope/Mesh import export

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Related Subreddits.NifSkope/Working With Nifs : Basic Use – NifTools

 

Dec 09,  · Press F9 to activate the Editing buttons, and then Tab to switch to edit mode. There are a few other buttons you can use to tweak smoothing. Edit the model If you’re done editing, select File -> Export -> Wavefront .obj). Make sure you enable the Normals option or your model won’t be properly lighted when re-imported in NifSkope. “1-   Open file that you wish to modify in NifSkope 2-   Open another window and open file that you’d like to copy things from to the file 3-   Change the name of the master NiNodes of files to match each other. For example, name them both “IronArmorBase”. Oct 30,  · The best option would be to import it in a 3D editing software, edit the mesh there, reexport with intact skin instance and then transplant it to the original nif. (There was a tutorial on this process once, used to be referred to as nif-surgery. Can’t find it now, maybe it’s part of the Coyotes tutorial collection linked above).

 

Editing meshes in nifskope.NifSkope/Mesh import export – NifTools

Jun 23,  · Mesh> Face Normals – Sets all vertices normal values to polygon face values. Update tangent space to see changes. Mesh> Smooth Normals’ – Average vertex normals to smooth them out. Update tangent space to see changes. Mesh> Update Tangent Space(v+ only) – Updates or creates a niBinaryExtraData block attached to the selected shape. This will hold data for the Tangent Space of the mesh . Aug 23,  · Try to use 60 or 40 slot. You’ve chosen the wrong mesh – that’s the armor. The hierarchy is Armor -> ArmorAddon -> Nif. If is wearing an armor with slot 40 or 60 – then this compliant Nif is pulled out. On 8/23/ at PM, Hatral said: It will be vgeliterobe_0 and vgeliterobe_1. Right click on the apple NiTriShape that you just pasted, hover over “Transform” and then click “Edit” on the expanded menu. A new window will pop up with lots of options for transforming your apple. Translation. These parameters adjust where your mesh appears in 3d space.
 
 
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Joined: Oct 5, Messages: Hi friends, i am a total noob in NifSkope and need your help with modifiy a model. My goal is to increase the size of turrets on a Aegis Missile Cruiser. I open the nif file in NifSkope and found the block for front an back turret. But the change do not occur ingame now What iam doing wrong? Moderator Action: Moved to the main forum. Because the subforums are only for files, not for questions. Joined: Apr 10, Messages: 4, You probably only changed the scale of it’s animation dummies.

Refar , Oct 27, I moved the scale of the turrets an position of the back gun in NifSkope but it is still not working ingame. And find out the kfm has he hands on it. If i use the an default destroyer kfm. But with this vanilla one no gunfire or turret rotate is working.

The turrets have no own mesh. The model is one big grid. Changes to the mesh itself like “Scale Vertices” would be immune to this effect.

However, since the whole ship is a single mesh, you can’t just scale the turret separately unless you are willing to do it vertex-by-vertex, going through the vertex list within the Ships NiTriShapeData – for a low-poly model, it might be doable.

Alternatively, what you would have to do, is to implement the scale changes you made in each and every animation, as per The Coyotes tutorial so find the node you scaled in every. The best option would be to import it in a 3D editing software, edit the mesh there, reexport with intact skin instance and then transplant it to the original nif. There was a tutorial on this process once, used to be referred to as nif-surgery.

Can’t find it now, maybe it’s part of the Coyotes tutorial collection linked above. Joined: Mar 1, Messages: 1, Location: Europe. The best solution would be to follow the tips Refar gave you. But there exists also a third option, which only require some changes in nif: Like Refar already said, because the animation also affect the bones nodes in the nif, some changes that are done there are overwritten ingame by the animations.

Beside editing the kfs or made the changes to the model in Blender, the third option is to add a new node between the master parent node of the object in your case “Boat” and the object node you want to alter eg “Forward Turret. The next step would be to make the “Forward Turret” node a child of the added node and remove it from the children list of the “Boat” node.

Because the new node is not affected by the animation, you can now change the scale the added new node. Such a change also affects all children of this node and therefore raises the scale of the forward turret. In your case, you must also adjust the location translation of your new node, so that the turret position is correct.

Attached is a nif where i this was done for the forward turret to give you an example. Didn’t know about this one, nice. Is the flag value of 6 responsible for making the children inherit from the new node? Now i will do the back turret by my own. Joined: Sep 25, Messages: 1, SaibotLieh , Oct 29, You must log in or sign up to reply here.

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