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  1. AmadusSeverin
    AmadusSeverin
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    Hi all!

    Is there a workflow or pipeline for import-export skeletal meshes such as armors and clothing? Do I need to first import skeleton.nif or armor.nif? Because I don't know how to export armor.nif with imported skeleton.nif - I had a bunch of errors trying to do
    1. BadPup
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      Mostly just import, do your thing, export. For human armors and bodyparts, the skeleton bones you need will import with the armor mesh, hooked up to each other in a way that makes sense. 

      If you want to import multiple armor parts or bodyparts, after importing the first, select the armature (skeleton) before importing each of the next. That way you'll get one full armature rather than one for each armor, which is more convenient. 

      On export, select the armor or bodyparts, or select the root node. 

      Importing skeleton.nif, selecting the resulting armature, and then importing a bodypart or armor should work. If it doesn't, it's a bug.
  2. XelusPrime
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    Can anyone help? Since I have an old PC, I cannot run the newer versions of blender to use this script due to not running windows 10/11,
    all I
    need is the body morphs (body .tri file) in blender as shape keys on a
    vanilla Skyrim LE CBBE body.

    I would greatly appreciate the help!

    EDIT: Nevermind, manage to work out a way to get the morphs without needing the script, a bit more leg work, but works fine.
  3. Allnarta
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    So, I got really wierd bug with importing and exporting some of the Fallout 4 meshes, like this:

    Spoiler:  
    Show








    This one is modded boots mesh. You can see that body is okay, issue appears only on boots.

    I fully confirm that old versions of Nifly didn't have this issue (I tested on old plugin version I got, 9.8 - and Blender 2.9 - it doesn't appear). Trying to import mesh with old plugin, appending mesh to new one and exporting will still result in broken mesh for .nif file.
    1. Allnarta
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      UPD: after a bit of testing I 100% confirm that issue appeared exactly with 12.0 version implementation.

      Version 11.1 is last one where meshes import normally without bugs.
    2. BadPup
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      I'm hoping the latest version is working, because I've been working with clothes/armor + boots. Let me know if it's not.
    3. Allnarta
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      Tried V. 19.6 from github, but still got same issue with some of the meshes.

      Now also my own body meshes are wacked up completely, so I physically cannot use versions post-11.1 even for normal armor refitting.

      Spoiler:  
      Show












      Version 11.1 still import s#*! as it should.


      Spoiler:  
      Show





    4. BadPup
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      That one is fixed in the latest.
  4. sa547
    sa547
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    I am interested in some Oblivion NIF support, especially as there's armor/clothing mods I would like to port and I found Blender to be a little more intuitive now than 2.49b.
    1. BadPup
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      In a week or two I'll be doing V2 of this tool. I'll post here when I get started. At that point, if there's interest I'll see if I can get other games supported. Oblivion and FONV are two possibilities. I'll need people to test tho, bc I don't have those games.
    2. Holerhum
      Holerhum
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      The support of O(ld)blivion (and NV) is still in the agenda? 
    3. Here to say that I'm very much interested in Oblivion support! Pretty please could you add support for this old stinking game? Sure it's old and crusty but still I love it
  5. InubashiriMomizi
    InubashiriMomizi
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    Thanks for this great tool
  6. Tennerville
    Tennerville
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    Hello! This isn't entirely a relevant question to ask, but I have been struggling with this for hours, Googled it and asked around with little response, so I'm hoping someone might help me out. I think I've messed up by how I've animated a rig I've downloaded off Nexus. I now cannot export .hkx due to lacking a skeleton, I believe? Is there any quick way to slam in a skeleton and match it to a rig, or am I cooked and need to start over?
    1. BadPup
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      I am not an expert, but it probably depends on the rig. I think "rigify" does something relevant?
  7. SurfingLalafell
    SurfingLalafell
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    Hello, I recently started using blender. When I imported the .nif file of the character's head in Skyrim, I found that the skin was not displayed. Is this because blender cannot load the .dds file?
    1. TacoBurritoChimichanga
      TacoBurritoChimichanga
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      hello this is 22 days later, you need to load the textures 
    2. BadPup
      BadPup
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      Have a look at the wiki (on the github page). It gives the full deets on how textures are handled. Blender will load dds files.

      Short version: Either make sure your nif and textures are in the same folder tree, e.g. by unpacking all the archives into one place

      or put the textures in a folder tree and point to it using Blender's filepaths.
  8. Holerhum
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    On github there's a Blender addon by Matyalatte that import DDS textures as TGA and export them as DDS. I don't think it is off topic to mention it, maybe you can find a use for it to "automatically" import/export DDS related to a Nif processed through your addon. It would be fantastic to be able to finalize a NIF and related DDS textures without having to go through Nifskope and GIMP or PS

    (I just saw that Oblivion Deluxe edition is on offer on Steam for 3-4€ but only for the next 40 minutes, too bad. if you want to PM me your Steam contact I can gift you a copy sooner or later.)
    1. BadPup
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      Pynifly already imports textures with the nif if it can find them. They either need to be in the nif's folder tree (as tho unpacked from game files) or in Blender's texture path (under preferences). They will then export correctly.

      It will also read png files in preference to dds files if they exist. On export the png extension will change back to dds.

      The main advantage of png (and tga, I assume tho I haven't tried it) is that you can edit the texture in Blender. If you're not changing it, dds is fine.
  9. what would be the proper workflow for importing an animation to use with the Blender Animation Rigs?
    1. BadPup
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      Check their tutorial. They describe how to do it with pyNifly. I'm giving it a try now.
  10. SirGalahad522
    SirGalahad522
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    Guys, could you add selection to export object to nif block as BSSubIndexTriShape as default.
    1. BadPup
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      You get a BSSubIndexTriShape if the shape has tri morphs. You don't need it otherwise (and if you remove any shape keys, you won't get one). Do you need more control than that?
    2. BadPup
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      Forgot to mention, there is a "pynBlockName" custom property on the mesh object. Set it to whatever type of trishape block you want and the exporter should honor it.