About this mod
This tool allow you to create custom skin for object directly inside NIF file.
- Permissions and credits
Data:05/04/2013
Version:1.00
Author:Anton
Description:
This tool allow you to transfer weight paint from Blender 2.62+ to NIF file with your model.
Program generate skin data for object already existed in NIF file.
It suppose to be used in conjunction with my other tool "MeshInjector".
Program completely recreate [NiSkinInstance/BSDismemberSkinInstance], [NiSkinData] and [NiSkinPartition] blocks.
(*) For now tool has export scripts for Blender 2.62+ only. But you can easily adapt it to your favorite 3D editor if you know its script language. Script just export data about object (like armature bone coordinates and vertex weights) from 3D editor to planar text file with simple structure.
Main features:
- allows you to use Blender 2.62+ to export skin data to NIF file (can be easily extended for other 3D editors)
- allows to skin couple of meshes at once
- allow mass skining
- fast work
How to use this tool:
This program is supposed to be used at command prompt. (Start->Run->"cmd.exe")
If you run the tool without parameters you will see a little help about it.
--> Example: "SkinInjector MyHelmet.nif skeleton.txt weights.txt -q"
Tool create a new file with prefix "_new": "MyHelmet_new.nif", with proper skin blocks inside.
List of parameters:
First - name of NIF file (program will try to create new skin here)
Second - name of TXT file (here must be description of used Armature bones)
Third - name of TXT file (here must be list of all used vertex groups and weights for every vertex in group)
Forth - (optional) "-q" - remove ALL questions and confirmations
Few words about Armature export:
In 99,9% of cases you will not need to use different skeleton, and all skined meshes will be connected with vanilla bones. So in most cases you can use "Skeleton_(fe)male_vanilla.txt" i made for vanilla skeleton.
(I didn't attach skeleton exporter to simplify understanding of workflow)
How to use export script for Vertex Groups:
You will need to copy text from file "Export Script - Vertex groups.txt" to the Blender's script window and run it with "RunScript" button. (only meshes attached to Armature will be proceeded).
You should get file "weights.txt" in folder with your blender project running, with description of all used meshes.
How program decide how to add skin data:
Object will be skinned inside NIF file if program could find block [NiTriShape] with name equal to name of one of the vertex groups inside Third TXT file "weights.txt"
(NOTE: name is case sensitive!)
Issues:
(none found, ... yet :))
License:
Use this tools as you like, just don't forget to mention me like the author ;)
Credits:
Niftools team for NifSkope
Microsoft for Visual Studio 2010 Express
Bethesda for the Game