All I need is to convert a group of meshes and textures from the Fallout 4 format into a format usable by Blender. Is there a simple way to do that? I have the mod for Fallout 4 that I want to convert to Blender, I don't need an actual character, just the meshed/textured model.
WARNING!!!!! IGNORE THIS CRAP!!!!!!! ABSOLUTELY POSITIVELY NO 3RD PARTY PLUGINS WHATSOEVER THAT ARE NOT PACKAGED IN WITH BLENDER ITSELF DO NOT WORK WITH IT!!!!!!!!!!!!!!!!! IF YOU INSTALL A .NIF IMPORT/EXPORT PLUGIN OR ANY OTHER SUCH PLUGIN AND THEN TRY TO IMPORT OR EXPORT ALL YOU WILL GET IS A STUPID ERROR MESSAGE FOR NO REASON!!!!!!!!! I HAVE HAD THIS HAPPEN WITH BOTH THE BLENDER .NIF PLUGIN AND THE .M3 (Starcraft 2 file) PLUGIN AND THE RESULTS ARE THE SAME!!!!!!!!!!!!! ANYONE WHO CLAIMS OTHERWISE LIKE Kueiren IS A BALD-FACED LIAR!!!!!!!!!!!!!!!! YOU HAVE BEEN WARNED!!!!!!!!!!!!!!!!!
I figured out a to get a Boneless NIF in and out of Blender 2.78a without 3DSMax, 3DSMax NIF Plugin or Blender NIF Plugin, but the Developer of Bodyslide seems to take all my suggestions as stupidness and quickly closes my threads (or probably what I said how Bodyslide is only good as a NIF Viewer as I Batch Copying Material is only doable via 3DSMax). So I would suggest going to https://github.com/ousnius/BodySlide-and-Outfit-Studio/issues?q=is%3Aissue+is%3Aclosed
I was planning on releasing a Detailed Tutorial, but realize the Lukong15 Threads, Attempt E explain it pretty well.
Complete noob here, but how do I actually install the Nif plugin? I can't find any installation guides for that version of blender. Any help would be much appreciated.
i could really use some help im trying convert a CBBE armor to JB that needs cutting and i have encountered a problem the obj file i exported when viewed alone has no weight paint data but when i load the femalebody.nif aswell it automatically gains the data and it makes no difference if i use the copy weight paint function it wont import either way so at a guess the inability to import into blender has something to do with the weight paint being applied automatically 'BSSubIndexTriShape' has been successfully changed to 'NiTriShape' i carried out the steps for user data in nifskope and saved the file but all i get when i try to import it into blender is python script error , does anyone have any ideas as to what went wrong ?
aha just what i have been looking for iv been wondering why blender and its plugins dont like new nifs , now i know thanks for doing this this kind of info is priceless .
This may be a good start for static mesh editing, but just a warning, and dont quote me on this but im fairly sure blender does not offer any way to copy skin modifiers from other meshes so its very hard to get accurate skin and bone data from vanilla models. The only way I know for sure is to use outfit studio to copy weights but this will only work on armor and clothing meshes and doesnt always do a very good job at it, also it requires further nif editing in nifskope.
So if you absolutely can only use blender then go for gold, but if you are comfortable with 3DS max or Maya, then these programs offer much more at the moment. If you are interested, TumbaJumba has a tutorial online for using 3ds max for copying modifiers and even includes information on how to work with 3ds max AND blender (I believe he prefers blender for the actual modelling).
Or
A much more in depth series is available from Nightasy for using Maya, it does require 3DS max as well but only for a very small step.
Hi ruddy88 Yes creating a model with good weights in Blender for Fallout 4 does present some challenges. Blender does have a way of copying weights; but it is limited.
One way is the method you mentioned of using Outfit studio to copy weights, but again as you mentioned it is imperfect. Another way of 'copying' weight data is to make your model using the vanilla model.
I do imagine 3ds max and Maya are more powerful tools, but I am unfamiliar with the specifics.
And that's fair enough, from what I hear max is the best due to its better compatibility with nif files and it's selection of modifiers, but personally I've just never been able to figure out its interface. Blender is probably the more user friendly for new people so I'm not in anyway undermining your tutorial, just expanding on information for anyone who may run in to the previously mentioned pitfalls
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https://www.nexusmods.com/fallout4/mods/52319?tab=posts
Works with the latest version of Blender (v3.6 at the moment).
https://www.nexusmods.com/fallout4/articles/4403
Works with at the moment the most recent version of Blender that is v3.6.
It requires you to work with Face Ripper, FO4Edit and the FO4 Creation Kit.
when trying to import any nif files :S i swear i've been spending 3 hours on this and followed every step
does it have to do with windows 10??
So I would suggest going to https://github.com/ousnius/BodySlide-and-Outfit-Studio/issues?q=is%3Aissue+is%3Aclosed
I was planning on releasing a Detailed Tutorial, but realize the Lukong15 Threads, Attempt E explain it pretty well.
That being said... This is all gunna run like corporate America does soon, if it hasn't already. Expect shills and disinformation.
Old comment, but for anyone else completely lost like I was, try the tutorial above. The video "starts" at 3 minutes.
So if you absolutely can only use blender then go for gold, but if you are comfortable with 3DS max or Maya, then these programs offer much more at the moment.
If you are interested, TumbaJumba has a tutorial online for using 3ds max for copying modifiers and even includes information on how to work with 3ds max AND blender (I believe he prefers blender for the actual modelling).
Or
A much more in depth series is available from Nightasy for using Maya, it does require 3DS max as well but only for a very small step.
Yes creating a model with good weights in Blender for Fallout 4 does present some challenges.
Blender does have a way of copying weights; but it is limited.
One way is the method you mentioned of using Outfit studio to copy weights, but again as you mentioned it is imperfect.
Another way of 'copying' weight data is to make your model using the vanilla model.
I do imagine 3ds max and Maya are more powerful tools, but I am unfamiliar with the specifics.
Blender is probably the more user friendly for new people so I'm not in anyway undermining your tutorial, just expanding on information for anyone who may run in to the previously mentioned pitfalls